Introduction

I started this journey with MmoMinds a year and a half ago, give or take, and it’s been so much fun since! The Trickster Rogue community is a unique one – very tight, very social, and lot’s of players always stepping forward to help other’s out. We have a Facebook Page, Discord Channel, and lot’s of different guides and resources well worth looking at.

In my guide in particular I want it to be as player friendly as possible – viable for veterans, yet still viable for newbies. For this, I want to break down the class a whole, the gear I use, why I use it, and what affordable alternatives there are out there for players who are just starting the game and the class.

While still trying to be detailed, I also want the guide to be organized and easy to navigate. If you have suggestions, or see something either in the formatting or way I worded / pieced together, that you either really liked or really disliked, leave a comment. I’m constantly trying to improve and better this guide, so all feedback – both positive and negative, is always highly appreciated.

As well, if you have any questions, feel free to find me in-game – I love meeting new people, helping folks out, and sometimes I learn something new myself! I’m on PC, usually online between 8 PM – 2 AM, EST Sat-Thurs, just not Fridays. You can also find me on the MmoMinds Discord under the “TR Sensei” role!

My Gear Preview

Stats (Bonding Runestones, Food/Potion Buffs)

Choosing Your Race

Choosing your race is honestly a very optional thing. I support the idea of choosing your Race based off the cosmetics as opposed to the actual buffs each Race will offer. The extra “buffs” you receive amount to basically nothing, so I wouldn’t stress it. That is of course my personal preference.

For those of you who don’t really care for cosmetics, as long as you know you’re grabbing every tiny bit of extra damage you can possibly obtain, I will list a few viable options for races based off the Racial Abilities they give.

Human

What makes this a desirable choice is the unique Racial Ability, Heroic Effort. In addition to this, the Human Race offers Ability Scores allowing a healthy amount of versatility in both your Ability Rolls and Feats later on.

Sun Elf

Sun Elf is the Race I chose when I started my character well over 4 years ago. Inner Calm works well with the idea of our class using Daily Powers to really boost our overall damage. Our Ability Scores are not as useful or even nearly as versatile as it is on the Human Race; it’s not bad though. Both Dexterity and Charisma are decent Ability Rolls for a Trickster Rogue.

Lastly is Sun Elf Grace which hands down is useless. Later on we’ll talk about an Encounter Power called Impossible To Catch, which makes you immune to Control Effects.

Dragonborn

Dragonborn is a unique race, as you do have to pay to unlock it. You can either purchase the Dragonborn Legend Pack or the Dragonborn Race Reroll Pack. In my opinion the Dragonborn Race Reroll Pack is the better deal, since the other pack is more expensive, and it’s contents are outdated.

What makes this race desirable is the Dragonborn Fury Racal Ability. Since these are your 2 most important stats, it does make this race particularly desirable. As well, like with the Human Race, the Ability Scores is exactly the same.

Draconic Heritage isn’t bad, but it isn’t great either. Doesn’t really help you much as a DPS class.

Ability Scores

Ability Rolls luckily are pretty straight forward. You want either STR (Strength) and DEX (Dexterity) or STR (Strength) and CHA (Charisma). I would recommend STR/DEX for newer players who are lacking Critical Chance. When you can maintain a healthy Critical Chance without the use of DEX, I would then recommend STR/CHA

STR is great for building up a nice Damage Bonus as it grants a direct Damage % Increase

DEX is great for building up high Critical Strike.

CHA is particularly useful due to bonus Combat Advantage Damage, which you will learn more about as we work through the guide.

Stats

Stats for a Trickster Rogue are all about finding a balance. You want enough of a stat, but not too much. Below I’ll list different stats, what your goals should generally be for that stat, and why you should aim for that amount and not any higher than recommended.As well, I’d recommend reading over this since it’ll help break down actual combat itself and how your stats apply to it.

Armor Penetration– In common quest areas, foes generally have 60% Damage Resistance – so you want 60% Resistance Ignored. If you are starting or have already started The Jungles of Chult – you’ll want to increase your Damage Resistance to 80-85% in these areas (Soshenstar River & Omu). Once you begin Ravenloft Campaign (Barovia), you will need 100% Resistance Ignored.

Please note that Resistance Ignored (RI) is now referred to as Defences Ignored as of Module 13.

Power– I think this stat is pretty self explanatory – Power = Damage. Don’t need to provide a tooltip for this one!

400 Power grants 1% Damage Increase.

Critical Strike – Critical Strike is vital, since you want to be dealing consistent Critical Hits. Generally it differs from player to play what % chance they prefer to have, but generally I say anywhere between 85%-100% is totally viable / acceptable. The more Crits, the more damage.

Recovery – Recovery is going to help you cast your Encounters more often, and your Dailies more frequent. Same thing – I know. Personally, I wouldn’t focus entirely on this until you have your other stats balanced out where they should be.

Life Steal – Your main Defensive Stat, heals you consistently through combat. Best to have roughly 20-25% Life Steal Chance, you don’t need too much. The standard Life Steal Severity is perfect too – never worry about increasing that.

400 Lifesteal grants 1% Lifesteal Chance.

Combat Advantage Bonus– This is not a stat you increase with Enchantments or Armor and is frequently overlooked for this reason. Combat Advantage is similar to Critical Strike in the sense that it’s a Combat Modifier more so than a Stat. Later on (under Powers), we’ll talk more about utilizing it to compliment your damage output.

About Heroic Feats & Paragon Paths

When creating any class in the game, not just Trickster Rogues, there are many ways to mix and match your feats, powers and abilities. This creates for a near endless amount of combinations, however, because of this, it’s often difficult to choose and decide what are the right or “better” ones to select.

Firstly, you have your Paragon Path – in which case we’re selecting Master Infiltrator. Master Infiltrator has much better Paragon-Specific Class Features, making it the better pick for a high-damage build as oppose to the Whisperknife Paragon Path.

Secondly, you have your Feats. Looking at your Feats, one of the first things you’ll notice is that Feats are divided into 2 sections; Heroic Feats and Paragon Feats.

Heroic Feats for a Trickster Rogue stay the same regardless of what Feat Path you choose to take. What should change from Build to Build is the Paragon Feats. For Trickster Rogues we have Executioner, Scoundrel, and Saboteur. All 3 pathways are pretty good; though they all serve different purposes / roles in the game.

Executionerfocuses on maximizing your Damage against a Single Target

Scoundrel focuses on controlling/dazing targets, buffing and debuffing, and as well deals decent damage against multiple foes.

Heroic Feats

Action Advantage 3/5 – This falls back on that Combat Advantage we talked about earlier in the Stats Tab. This is only the beginning of why it’s actually extremely useful to know and understand how Combat Advantage benefits our damage.

Toughness 3/3 – While this is more a filler, it still works nicely when tied with Aura of Courage – this is oriented towards endgame content though, but it’s still a good feat to use early on.

Cunning Ambusher 3/3 – You’re using Stealth a lot during combat, particularly in ties with the Invisible Infiltrator Class Feature we’ll talk about later on in the Powers section. Getting an extra 6% damage for 6 seconds that stacks on top of itself every time you Stealth, is a very good buff.

Scoundrel Training 3/3 – This Feat in particular is fairly useful, since Trickster Rogues are one of the less common classes that actually depend on their At-Wills to deal a heavy portion of their total damage, especially with the At-Will Duelist’s Flurry which we’ll learn more about later on.

About the Executioner

For this particular part of the guide, we’re going to look into the Executioner Build, which is the #1 Build for dealing massive amounts of damage versus a single target. Every Character comes with 2 Loadouts, making the general Trickster Rogue play to be switching from Single Target (Executioner) to Multiple Target (Saboteur or Scoundrel) during dungeons and raids. Executioner will be your build for Single Target. Let’s get more into detail below.

Executioner Feats

Vicious Persuit – Similar to Grim Pleasure, you should always be dealing damage in combat, thus making this a permanent 5% damage buff.

Deathknell – Generally it’s this Feat and the Feat below (Last Moments) that make this build so power against Single Targets.

Last Moments – Same comment as with Deathknell, though this Feat does modify a little bit during combat. Please note Last Moments and Deathknell do stack with each other – granting a 50% Damage Buff together for enemies below 30% HP.

Shadow of Demise (Mod 13) / Shadow of Demise (Mod 14) – It takes practice to fully understand and recognize *how* this feat works. It’s difficult to explain and when I first picked up Executioner after 2+ years of playing Saboteur, no single explanation could break it down for me until I actually practiced. Just remember to stealth before using an Encounter Power to proc this, watch the buffs that pop up on Red Text on your screen, and I promise you will pick this up. It amounts to a very heavy portion of your damage; so its very important for you to fully understand and recognize how this Feat works. Shadow of Demise was buffed with the release of Module 14, so this Feat currently works differently on PC than on Xbox and PS4.

Scoundrel Feats

Bloody Brawler – Great for increasing your Lifesteal but all in all, speaking truthfully, this is just a filler so you can invest points into the following 2 feats.

Back Alley Tactics – You’re always throwing down Daily Powers, so your Action Point Gauge should never be full, making this a pretty good, straight, damage buff.

About The Saboteur Build

For this particular part of the guide, we’re going to look into the Saboteur Build, which mainly revolves around damaging and melting multiple targets at once. Every Character comes with 2 Loadouts, making the general Trickster Rogue play to be switching from Single Target (Executioner) to Multiple Target (Saboteur or Scoundrel) during dungeons and raids. Saboteur will be your build for Multiple Targets. Let’s get more into detail below.

Saboteur Feats

Shady Preparations – Saboteur works around stealth a lot, so these are some major cooldowns you receive through out combat – they help your damage a ton.

Flashing Blades – Majority of the time I would expect your stealth meter to be empty, since you should be using it the moment it’s full. Should be an easy 5% damage buff to your At-Wills.

Knife’s Edge – Similar effect to Shady Preparations, however, the cooldowns are activated via Daily Powers instead of Stealth.

Gutterborn’s Touch – Finding how and where to place your character does generally help you. Being behind your target not only activates / procs this Feat, but you’re always out of the way of the tank and lower the risk of your character taking a heavy blow.

Ambusher’s Haste – It’s basically when you deal damage from stealth, you have a 25% damage bonus. As said, you use stealth a lot as a Saboteur, so this should be pretty self explanatory.

Back Alley Tactics – You’re always throwing down Daily Powers, so your Action Point Gauge should never be full, making this a pretty good, straight, damage buff.

Powers

Several classes in Neverwinter are very basic in the sense that you have these powers, cast them in this order, and you’ll get this result. Then it’s just rinse and repeat the rest of the combat. Trickster Rogues are a little different because even though we have that “recommended” rotation, it’s not ABC-123. Things change through combat, and you just fight accordingly. Trickster Rogues are very fast-paced too, so you can’t sit there contemplating what to use next. You’re constantly switching between Dailies, Encounters and At-Wills working to compliment them with each other to get that maximum damage effect.

I should also mention, work towards Power Points at your own pace. You do not need to have 100+, or a full 124 Power Points to make this guide work. The more you play, the more you’ll earn. You can earn additional Power Points by:

Levelling (1-70, 1 Power Point each level)

Purchasing them either from the Sharandar Campaign, Zen Market or Auction House

What is the difference in gameplay between a Saboteur and Executioner?

Saboteur – Saboteur focuses around dealing lots of damage consistently through combat through small, but multiple numbers / hits, Saboteur focuses lots around cooldowns as well – making it the faster paced build of the Trickster Rogue.

Executioner – Executioner focuses largely around dealing that one massive blow with Shadow of Demise. Learning how to execute this perfectly is extremely necessary in order to make Executioner work.

Main Powers

At-Will Powers

Sly Flourish – One of your main at-wills, mostly for the fact that it casts very fast and is a great 1-2 second filler while waiting for cooldowns.

Duelist’s Flurry – Duelists Flurry makes up for a large amount of your total damage; in particular from it’s bleed effect (deals extra Damage Over Time (DoT)). It’s a must have At-Will.

Encounter Powers

Dazing Strike – This is super ideal to use in combat, decent damage and very short cooldown. As well, using Dazing Strike (Stealthed) makes it an Area of Effect (AoE) attack, which is very powerful particularly against mobs / multiple foes.

Smoke Bomb – Both a powerful Area of Effect (AoE) and Damage Over Time (DoT) – really nice to just drop it, and let those numbers tick in the background while you use some of your other powers. Makes for a deadly total of damage.

Daily Powers

Whirlwind of Blades – Using this to tally up quick, easy, power is very effective. The key idea is to stack this with Courage Breaker to continuously stack your power higher when opposing a single target.

Courage Breaker – Again, stacking this with Whirlwind of Blades is the way to go. The idea is to alternative between the 2 dailies to create an… infinite loop of power buffing per say.

Lurker’s Assault – Very powerful particularly against trash mobs, or meltdown bosses. The general consensus for me; if it dies in less than 15-20 seconds, use Lurker’s Assault. The reason for this being is that for 12 seconds while you have the Lurker’s Assault effects, you do not gain action points, period. That’s a major setback on your damage when opposing larger foes.

Class Feats

Infiltrator’s Action – Every Off-hand Artifact Weapon has an Artifact Class Feature – meaning you receive an extra “buff” to a Class Feat of your choice.

It also plays on the Combat Advantage we discussed earlier on the Stats page. At Rank 4, you’re getting CA (Combat Advantage) for 20 seconds whenever you use a Daily Power. You should be using a Daily Power at least once every 15 seconds, if not more (unless you’re just starting your Trickster Rogue) – so this feat will give you an easy perma-combat advantage damage bonus.

Invisible Infiltrator – Increases your Stealth and your Damage – works really great, especially since you’re using Daily Powers all the time. You absolutely should be running this feat.

Optional Powers

At-Will Powers

Cloud of Steel – Master Infiltrator’s only ranged At-Will power, many prefer to run this instead of Sly Flourish, solely for the freedom of the extra range.

Encounter Powers

Lashing Blade – Extremely high damage, often pairs great with an Executioner Build. I personally don’t use this as one of my Main Powers, but many do prefer to use this instead of Dazing Strike – making this a very preference-oriented choice, as both generally are very good powers.

Wicked Reminder – Great for debuffing your opponent if your party is lacking and/or requires more debuffs in order to effectively run. That’s the only scenario in which I should slot Wicked Reminder. As well, I would only replace this with Dazing Strike; possibly Impossible to Catch if you wished.

Blade Flurry – Great for Area of Effect (AoE), some players swear by this power paired with a Saboteur build – other’s don’t. I personally don’t like it, but it’s still an option if you wished to replace Impossible To Catch with something else on mobs.

Daily Powers

Bloodbath – Bloodbath is only good or useful when you’re struggling to survive combat. It helps keep you alive by moving your character around the battlefield to quickly, you’re impossible to target / damage. Damage-wise though, this power sucks.

Class Feats

Skillfull Infiltrator – Fun for run speed, semi-useful if you’re trying to build your Critical Chance. I don’t really recommend it, but it’s not the worst one you could choose from as oppose to Infiltrator’s Action.

Tactics – Again, not highly recommended, doesn’t really help too much due to Diminishing Returns. Can be used alternatively if you really feel your Action Point Gain is far too low to be useful.

Rotations

Often, in order to maximize your damage or buffs, there’s a standard rotation to every class and every build. Now obviously, by standard, I mean that it’s solely an outline or an idea of how you want to mix and match your Powers together in combat. Rotations will never be one solid cast 1-2-3, rinse and repeat. Factors of combat change your cooldowns, your buffs, your power, and several other components. There are basics to be aware of; but it’s impossible to give a solid single rotation.

Executioner Specific Rotations

Shadow of Demise is the key to the damage output of this build. So obviously, your rotations should consist of firstly, buffing Shadow of Demise – and of course secondly, actually triggering Shadow of Demise.

Before you trigger Shadow of Demise, you want to buff yourself a little. Remember, the damage you want to deal in those 6 seconds, needs to be the highest amount of damage possible. Whirlwind of Blades is a great way to start stacking power right away. Casting then Impossible To Catch will also buff your power, thanks to the Press The Advantage feat. It’s a perfect way to start off combat.

To trigger or ‘proc’ Shadow of Demise, you must cast an Encounter Power that deals damage to your opponent from Stealth. So your rotation for this would be Stealth > Dazing Strike or Lashing Blade depending which you prefer to use – both are viable and good for damage, both will proc Shadow of Demise.

From there, you want to deal as damage as you can over the course of the following 6 seconds. Casting down a Smoke Bomb just prior to triggering Shadow of Demise or directly after is perfect, good, high DoT while Shadow of Demise is ticking. Using Courage Breaker will stack power directly on top of Whirlwind of Blades – alternatively you can use Lurker’s Assault as well instead of Courage Breaker. Really depends how quick that boss is going to die – if it’s only going to be a minute, use Lurkers. If it’s going to be several minutes, use Courage.

For filler, during the Shadow of Demise effect or in-between cooldowns, I recommend Duelist’s Flurry if you have a few seconds on your hands, since the casting time for it’s full rotation does take a few seconds. If you literally have like, a second of downtime because of cooldowns then Sly Flourish. Rule of thumb – if you don’t have time for Duelist’s Flurry in your rotation, use Sly Flourish.

Mount Combat Powers and Artifact Powers… use just prior to triggering Shadow of Demise. Using them during the Shadow of Demise effect is going to take up precious seconds you could be using to stack up damage. So – use ’em wisely, just before you proc Shadow of Demise.

My key suggestion is don’t be eager to rush triggering Shadow of Demise. It’s much more useful and beneficial to wait out on casting Shadow of Demise until you’re decently buffed as opposed to triggering it solely because you can, but all your Encounters are on cooldown and your Action Points are not full enough, therefore, you can’t do anything but a couple Duelist At-Wills. You’ll miss out on so much damage by rushing it. Wait until your Encounters are ready for use, Action Points are full, and you are set to go. Trust me, that’s my #1 Advice.

Saboteur Specific Rotations

Saboteur can be tricky to pick up at first, because it’s a build that never stops, never pauses, never takes breaks. There really isn’t a ground set of rotations to follow, yet there is, if that makes sense. To say the least, Saboteur is a little more rinse and repeat than Executioner, but takes some muscle memory and in-depth understanding, as lot’s of powers and effects trigger off different Paragon Feats & Class Feats.

Basically, once every minute or so, you want to stack all your buffs in 1 go, but in a certain order to minimize your cooldowns and maximize the number of times you use your encounters both from stealth and out of stealth. It’s basically a burst of damage that occurs once every minute or so, maybe less, maybe more. So for example, if I see I have all my buffs ready to use and I’m combatting strong enemies, I would likely use a rotation similar to this;

Using Impossible To Catch increases your Power by 10% because of the Press The Advantage Feat, which creates another buff to your Power. This also increases your defences. There is nothing worse than dying right after you’ve cast your 2 major buffs (Artifact & Mount Combat Power) – the cool downs will not reset just because you died.

Stealth! Using Stealth frequently not only increases the damage your Powers deal, but it also reduces your cooldowns by 10% every time you enter stealth due to the Shady Preparations Feat.

Casting down Smoke Bomb from Stealth early on in your rotations is a good idea. This Encounter automatically modifies it’s DoT output accordingly to your buffs. Buffing after casting will increase it’s damage mid-attack.

By using Smoke Bomb, you would have proc’d yourOne with the Shadows Feat, meaning you have a full Stealth Meter again. By this point, you’re basically fully buffed; it’s good to use Dazing Strike to take full advantage of that full stealth meter. Using Dazing Strike from Stealth also changes it’s cast affect into an AoE attack instead of a single-target attack.

After all this would come your Daily Powers, Whirlwind of Blades or Lurker’s Assault. Using your Daily Power triggers the Knife’s Edge Feat, which reduces your cooldowns yet again.

Depending on how close or far your foes are from being killed, you’ll want to lastly Stealth again and either cast Smoke Bomb or Dazing Strike. Smoke Bomb is best for if your enemies aren’t going to be killed within the next few seconds; if they are going to be killed within the next few seconds, Dazing Strike is better.

That of course is just an example, an outline; your timing and cooldowns won’t work out to be exactly that way every single time, but it’s a general rotation you should be repeating through out combat as soon as your Action Point’s are full and your Artifact / Mount Combat Power are done their cooldowns. Hence the idea of “burst” damage.

Outside of this 12 or so second time frame every minute, the goal is to use at least Dazing Strike and Smoke Bomb from Stealth as often as possible. Don’t forget to use Impossible to Catch prior to attacks as well, that Power Buff is important. For slightly tougher enemies, I also really prefer to start the first 2 swings of Duelist’s Flurry, then Stealth just as I’m starting the flurry of attacks – it brings out some seriously nice damage.

Aside from that, it’s basically cast what you can when you can. Your goal is to hit as many enemies as you can with your Encounters, since both your damage attacks are actually AoE attacks. Sometimes, it helps to quickly readjust your Rogue’s position in combat too, to ensure you hit the most enemies you can – once you practice this, it becomes a natural practice.

Boons

For boons, focus once again on prioritising Power, Critical Strike, Life Steal (And Severity), and Recovery. As mentioned earlier in the guide, these are the main stats you should being investing in and working towards.. Below is a list and preview of all the Boons I personally suggest using.

Gear

There is a lot of gear to choose from in the game, which is a really cool feature. It can be confusing though trying to decide what’s the best thing to work towards. Mainly, focus on the stats you personally need – Power, Critical Strike, Recovery and / or Armor Penetration – these are the main 4 you should be looking at. Most gear will also grant Defence – that’s normal, that’s fine, don’t stress trying to find a useful Defensive Stat on your armor – only the Offensive Stats matter.

Below, I’m going to list various Gear you can alternatively use as a New Player, an “Mid” Player, and then lastly as an Endgame Player. This way, no matter who you are that’s looking at my guide; I’ll have something listed there for you to viably work towards, access and use for your Trickster Rogue. It’s a question I’m commonly asked, like, “Hey, I can’t afford that, what should I use instead?”, so I hope this will help clear up those questions! All Gear, Enchantment, Companion, Artifact & Mount sections in this guide will work the same way as well.

Also please note; For Midgame / New Player suggestions, I’m going to list based partly off the consideration of how realistically obtainable it is, not necessarily the best option as far as stats all in itself goes. The gear suggested would be what I consider the quickest, best route to work forwards on.

Head

Crown of the Undead

Why the Crown of the Undead is best at Endgame:

The Crown of the Undead gives good stats, and while the Equip Power may not sound the most fantastic, it’s quite fun and does help hoard your enemies closer to you for attacks like Smoke Bomb, Dazing Strike and even your At-Wills. Less crazy games of cat and mouse trying to land that Duelist’s Flurry. It actually works very well.

How to get the Crown of the Undead:

It’s a drop you can earn from running the Sister of Fury hunt in Barovia.

Primal Assault Chinibili

Why the Primal Assault Chinibili is best at Midgame:

The reason I recommend this most at midgame is first, it’s very easy to farm for and obtain. Second, it gives Power and Armor Penetration – Power is always a must, but the additional boost to your Armor Penetration will likely prove to be most efficient / most helpful at your current stage in the game.

How to get the Primal Assault Chinibili:

Complete Random Queue’s, complete hunts in Barovia, or complete Heroic Encounters in Barovia to earn Seals of the Brave, which can be used to purchase Primal Gear.

via Enyo

New Player – Coming soon.

Armor

Fured Kiuno of the Bear

Why the Fured Kiuno of the Bear is best at Endgame:

The Fured Kiuno of the Bear is popular choice right now unparticular with Module 13. It’s Equip Power offers a boost of 3% Melee Damage, which is particularly very useful for a Trickster Rogue – as we’re full melee. Stats are Power / Critical Strike as well, which are both necessary stats for a Trickster Rogue.

How to get the Fured Kiuno of the Bear:

It’s a drop you can earn from summoning, and killing Polaris in The City of Omu (Chult). To summon Polaris, you will need a Bloody Giant’s Cloak lure.

Primal Assault Mederebiya

Why the Primal Assault Mederebiya is best at Midgame:

The reason I recommend this most at midgame is first, it’s very easy to farm for and obtain. Second, it gives Power and Armor Penetration – Power is always a must, but the additional boost to your Armor Penetration will likely prove to be most efficient / most helpful at your current stage in the game.

How to get the Primal Raid Mederebiya:

Complete Random Queue’s, complete hunts in Barovia, or complete Heroic Encounters in Barovia to earn Seals of the Brave, which can be used to purchase Primal Gear.

via Enyo

New Player – Coming soon.

Arms

Jawripper's Gloves

Why the Jawripper’s Gloves are best at Endgame:

The Jawripper’s Gloves are incomparable to any other gloves currently in the game, mainly due to it’s Equip Power, which boosts your Encounter Powers’ damage by 3%. As well, the stats are Power / Critical Strike, so extremely perfect for a Trickster Rogue.

How to get the Jawripper’s Gloves:

It’s a drop you can earn from summoning, and killing the Tyrant in The City of Omu (Chult), note – this is the Hunt, not the Heroic Encounter. To summon the Tyrant, you will need a Rotten Flesh lure.

Primal Assault Amibari

Why the Primal Assault Amibari is best at Midgame:

The reason I recommend this most at midgame is first, it’s very easy to farm for and obtain. Second, it gives Power and Armor Penetration – Power is always a must, but the additional boost to your Armor Penetration will likely prove to be most efficient / most helpful at your current stage in the game.

How to get the Primal Assault Amibari:

Complete Random Queue’s, complete hunts in Barovia, or complete Heroic Encounters in Barovia to earn Seals of the Brave, which can be used to purchase Primal Gear.

via Enyo

New Player – Coming soon.

Feet

Boots of the Willed

Why the Boots of the Willed is best at Endgame:

There are actually quite a few viable options for your Feet-type Armor Piece. The reason I suggest the Boots of the Willed, is due to the fact that the Equip Power boots your At-Will damage by 3%. Our At-Will, Duelists Flurry, makes up for a healthy amount of our damage. As well, these boots offer Power and Armor Penetration, so the stats are useful as well.

The reason I would suggest using these over the Heels of Fury, is because the Heels of Fury and The Fured Kiuno of the Bear do not stack.

How to get the Boots of the Willed:

It’s a drop you can earn from summoning, and killing the Tyrant in The City of Omu (Chult), note – this is the Hunt, not the Heroic Encounter. To summon the Tyrant, you will need a Rotten Flesh lure.

Primal Assault Butisi

Why the Primal Assault Butisi is best at Midgame:

The reason I recommend this most at midgame is first, it’s very easy to farm for and obtain. Second, it gives Power and Armor Penetration – Power is always a must, but the additional boost to your Armor Penetration will likely prove to be most efficient / most helpful at your current stage in the game.

How to get the Primal Assault Butisi:

Complete Random Queue’s, complete hunts in Barovia, or complete Heroic Encounters in Barovia to earn Seals of the Brave, which can be used to purchase Primal Gear.

via Enyo

New Player – Coming soon.

Weapons

Primal Weapons

Why the Primal Weapons are best at Endgame:

Primal Weapons are one of many various Artifact Weapon Sets in the game. Mainly what distinguishes what weapon set is better than another is the Set Bonus on them. Currently at this point in time, Primal Weapons offer the best damage boost based off the Set Bonus.

How to get the Primal Weapons:

Primal Weapons are bought from the Seals of the Brave Trader in Port Nyanzaru (Chult) for 750 Seals of the Brave each weapon. You can earn Seals of the Brave via running / completing Tomb of the Nine Gods (Tier 3 Dungeon). Each completed run grants 70 Seals of the Brave, amounting to roughly 22 Tomb of the Nine Gods completions; or 11 during a Double Seals Event.

Extra Tip:

These weapons do come Account Bound, meaning you can run Tomb of the Nine Gods on a separate character to earn the weapons for your main character. I personally ran Tomb of the Nine Gods on my Devoted Cleric frequently aside from my Trickster Rogue, so I actually bought my offhand weapon with my Devoted Cleric and then gave it to my Trickster Rogue. This is often preferable, especially for Low-Item Level Rogues.

Pilgrim Weapons

Good stats, good item level – the base damage they provide is the highest you can get right now. The only thing that differentiates these weapons from the Primal Weapons at Endgame is the set bonus.

How to get the Pilgrim Weapons:

You can either buy them off the Zen Market or the Auction House. It’s generally much cheaper to buy off the Auction House, thus. I recommend buying them off the auction house unless you’re wanting to gain / purchase the additional items offered in the Zen Packs (Chultan Tiger / Enchanted Keys). To find them on the Auction House, search up “Secondary Pilgrim Artifact Weapon” for the off-hand and “Primary Pilgrim Artifact Weapon” for the main-hand – both listed under the Miscellaneous Tab. All in all should cost roughly 500k-600k AD total based on current prices, as oppose to 5000 Zen (2.5mil AD).

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New Player – Coming soon.

Rings

Masterwork III Rings

Why the Masterwork III Rings are best at Endgame:

While there are many great options for rings at endgame, I often suggest these ones solely because the stats are great, they have 2 Offence Slots, and while they may be expensive, there’s no luck involved, unlike many of the Chultan +5 Rings available.

How to get the Masterwork III Rings:

I suggest buying them off the auction house solely because you’re going to spend way less Astral Diamonds than if you tried to build your Mastercrafting Professions, and then craft it yourself.

Hunts of Soshenstar Rings

Why the Hunts of Soshenstar Rings is best at Mid-game:

There are many different rings to be earned from completing Hunts in Soshenstar River. Good stats, double enchantment slots – one offence, one defense. For the most part not too difficult to obtain either. The main ones I recommend are

Ring of the Curse Bringer

Ring of the Beast Slayer (+3/+4/+5)

Ring of the Goblin Slayer (+3/+4/+5)

Ring of the Dinosaur Slayer (+3/+4/+5)

How to get the Hunts of Soshenstar Rings:

They are dropped from summoning and defeating various hunts in Soshenstar River, which is part of the Hunts of Soshenstar collection. Lots of great guides on how hunts work – if you’re interested in reading up on it, I suggest reading this one here. I would recommend bringing some friends or guild mates to help you kill your hunts (lures) you are new to Hunts.

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Neck

Baphomet's Infernal Talisman

Why the Baphomet’s Infernal Talisman is best at Endgame:

The only real main reason this neckpiece is best in set at Endgame is due to the fact that it is necessary in activating / triggering the Demon Lords’ Immortality (Set Bonus), which contributes easily on its own to roughly a 10% damage increase.

How to get the Baphomet’s Infernal Talisman:

Unlike most best-in-set gear, this neckpiece is a quest reward. The quest is called The Horned King, and comes from the Maze Engine Campaign quest line. You could also buy it straight off the Auction House.

Lostmauth's Hoard Necklace

Why the Lostmauth’s Hoard Necklace is best at Mid-game:

Aside from the fact that the Lostmauth Neckpiece grants Power, Critical Strike and Armor Penetration – the reason not only this neckpiece, but the entire Lostmauth’s Hoard Set is the 2nd best next to the Demon Lord’s Immortality set, is due to the Set Bonus. All in all, I’d expect to see a 3-5% Damage Increase from the set bonus alone.

How to get the Lostmauth’s Hoard Necklace:

You can either try to obtain it from the Dungeon Chest at the end of the Lair of Lostmauth (Epic) dungeon, or you can buy it off the Auction House.

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Belt

Demogorgon's Girdle of Might

Why the Demogorgon’s Girdle of Might is best at Endgame:

The only real main reason this belt is best in set at Endgame is due to the fact that it is necessary in activating / triggering the Demon Lords’ Immortality (Set Bonus), which contributes easily on its own to roughly a 10% damage increase.

How to get the Demogorgon’s Girdle of Might:

The belt drops from the Demogorgon Trial – both the regular, and the Master. It is tradeable, so you can always buy it off the Auction House if you don’t feel like farming it.

Golden Belt of Puissance

Why the Golden Belt of Puissance is best at Endgame:

Likewise to the Lostmauth Neckpiece, I strongly suggest this belt mainly so you can complete the set and have the set bonus – second best next the Demon Lord’s Immortality set, so you can’t go wrong with this artifact set.

How to get the Golden Belt of Puissance:

You can either try to obtain it from the Dungeon Chest at the end of the Lair of Lostmauth (Epic) dungeon, or you can buy it off the Auction House.

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Shirt

Upper Primal Paints

Why the Upper Primal Paints is best at Endgame:

The Upper Primal Paints offer high Critical Strike, and the Equip Power grants a bonus 3% Damage to your Daily Powers – and as a Trickster Rogue, though we mostly use our Daily Powers to buff ourselves; we use them so often, especially Whirlwind of Blades which still deals amazing AoE Damage.

How to get the Upper Primal Paints:

They are purchased from the Chult Store via the Campaign Window, and cost 3500 Omuan Treasures. They do BtA (Bind to Account) upon purchase, so they cannot be traded or sold; they have to sadly be farmed.

Shirt of the Chultan Merchant

480 Item Level, good Crit, and the Equip Power is a great boost to your Recovery. Not much else to add, except that it’s outstandingly better than any other Shirts prior to it.

How to get the Shirt of the Chultan Merchant:

The Shirt of the Chultan Merchant is a reward you have a chance at earning by running and completing the Merchant Princes Folly skirmish. Very quick and easy to farm, and from my experience, this shirt and pants drop frequently. Shouldn’t take many runs at all.

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Pants

Lower Primal Paints

Why the Lower Primal Paints is best at Endgame:

There isn’t much to distinguish them as best in set aside from high stats, high item level. They grant a good amount of Armor Penetration and Hit Points which is nice, but aside from that the Equip Power is somewhat useless. However, there aren’t many prime options for Pant-type Armory, so, we make do with what we have.

How to get the Lower Primal Paints:

They are purchased from the Chult Store via the Campaign Window, and cost 3500 Omuan Treasures. They do BtA (Bind to Account) upon purchase, so they cannot be traded or sold; they have to sadly be farmed.

Pants of the Chultan Merchant

Why the Pants of the Chultan Merchant is best at Endgame:

480 Item Level, good Armor Penetration and Hit Points. Again, outstandingly better in comparison to anything prior to its ingame release, so you can’t go wrong with this. The Equip Power isn’t half bad either if you need a little extra boost on your Life Steal.

How to get the Pants of the Chultan Merchant:

Pants of the Chultan Merchant are a reward you have a chance at earning by running and completing the Merchant Princes Folly skirmish. Very quick and easy to farm, and from my experience, this shirt and pants drop frequently. Shouldn’t take many runs at all.

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Enchantments

Enchantments are a magic stone you use to “enchant” your gear – or in other words, grant additional stats and effects to your gear. Standard gear and equipment come with either an Offensive, Defensive, Armor or Weapon type Enchantment Slot. Basically I’m going to break down here what Enchantments I recommend working for and with. If you want to read into it with more detail, click here – this will take you to the Neverwinter Gamepedia site, which is full of very useful information for both newbie and veteran alike.

One thing in this guide that will vary from many other guides; is I’m not going to tell you, “use this one, and only this one!” when it comes to Enchantments. The way I view Enchantments, is that they are there to help you find a balance in your stats. I might not need Enchantments to boost my Recovery and Armor Penetration – but maybe you do. Maybe you need Critical Strike and Recovery, but maybe I need Power and Armor Penetration. It’s going to vary from player to player based on what you currently have in the game, what you currently have access to in the game, and what it is you’re working towards. This is going to work the same with various other stepping stones in the game, like Artifacts, Runestones and Insignias for example. It all comes down to finding how you personally want or need to balance your stats out.

With that said, I’ll answer some commonly asked questions below, and then get to it!

Offense Slots

Offence-stats are the most important stat you’re going to take from any Enchantment you use in the game, as they add to your Offensive skills, stats and power, which is very important as a DPS-oriented class. You can select various Enchantments to help balance your stats – though generally the most popular amongst Trickster Rogues are Brutal Enchantments and Black Ice Enchantments, which are what I mainly recommend to players. Regardless, everything listed below is totally viable to use.

Defence Slots

Defense-stats will help you stay alive. Mainly I recommend Lifesteal – however, once again, it’s all about an equal balance. If your guild has a boon that gives you 7000-8000 Lifesteal, you can opt for a different Enchantment Stat (I recommend Hit Points!). While Defence isn’t nearly as important as Offence, it’s still important to be mindful of what will benefit you most.

Armor Enchantment

Armor Enchantments generally only pop up on Armor-type gear (chest piece) after Level 60 in some cases, but generally at Level 70. You can only ever have 1 equipped; as well, they don’t really contribute to your base stats like other Enchantments; instead they give more of a… equip power per say. I’ll list below a few suggestions, I personally use the Negation Enchantment, but it’s not the only viable option out there.

Soulforged Enchantment – Best to use if you find yourself dying frequently in either regular solo content, or in dungeons. Generally used by newer players who have lower defences.

Negation Enchantment – My personal favourite, many people will argue that the principle of “get hit to build defences” isn’t for a Trickster Rogue but once its up, its up, which I prefer.

Barkshield Enchantment – Absorbs a solid amount of damage, many players swear by it. My problem with Barkshield is once your charges are consumed… you have no benefit from the Enchantment for 6-8 seconds, depending on the rank of the Enchantment. Both Negation and Barkshield are good options; both commonly used at endgame, there’s no right or wrong between the 2, they’re equally as good.

Weapon Enchantment

Weapon Enchantments are the only Enchantment I’d say are very black and white, without much freedom to pick and choose from. They’ve been tested by multiple Trickster Rogues, not just myself, and they will all tell you the same thing.

Feytouched Enchantment – Feytouched is best at Transcendent (Rank 12) and Unparalleled (Rank 13) mostly due to the fact that there is no real cooldown at Transcendent and Unparalleled ranks – whereas, earlier ranks do have downtime (which is just no good). As well, the debuff it gives stacks with other vital combat modifiers. You will without doubt, receive more of a damage buff from the Feytouched than any other enchantment at this rank.

Artifacts

When it comes to Artifacts, by level 70 you can equip a max of 4 of them – x1 Primary Artifact, and x3 Secondary Artifacts. Generally it’s important, and relatively easy, to choose the right Artifacts straight from the get-go, as 60% of Refinement Points invested into Artifacts is lost, meaning also a loss in AD / Refinement that could have been used elsewhere.

As well, establishing your Artifacts early on in the game, also helps to establish what Enchantments and Insignias you’re going to be working towards long term, because as I’ve been saying through this guide – it’s all about finding a balance in your stats. Artifacts is one of the biggest influencers and factors in your stats, as at Mythic they each grant +1000 of two stats.

Primary Artifacts

Soul Sight Crystal

This Artifact is really great for Single Target, adds a massive debuff to your foe. It’s only downfall is that it’s rather useless for multi-target and/or on mobs.

How to obtain it in-game:

As far as price goes, this is your best bet if you’re a new player. You can get this Artifact from several different features in the game, however, I recommend just buying it off the Auction House. It’s extremely cheap, thus very easily affordable.

Wheel of the Elements

Why to use this as a Primary Artifact:

This Artifact can be tricky to land, making it (at least for some people) an unfavorable choice. However, if you run > jump > cast the artifact, you should automatically land the Fire Bonus. The Fire Bonus is what makes this preferable choice, as it gives you a 30% Damage Buff, which lasts for 28 seconds. Considering at Mythic, the cool-down for the artifact is 1 minute, it’s basically a 30% Damage Buff for 50% of the combat time.

How to obtain it in-game:

You can either obtain it from a Lockbox, a Glorious Resurgence Epic Artifacts Pack (Lockbox obtained), or just buy it yourself from the Auction House. I very highly suggest buying from the Auction House, either on it’s own or by purchasing the Glorious Resurgence Epic Artifacts Pack itself from the Auction House. Both are roughly the same price, depending on the day’s rates.

Sigil of the Devoted

Why to use this as a Primary Artifact:

This Artifact is particularly useful, as it grants you quick, additional Action Points. Essentially, this allows you to stack Whirlwind of Blades and Courage Breaker, to create power stacking. The more you alternative between and cast these daily powers, the more you will stack power. The Sigil of the Devoted really coincides and benefits this rotation, and allows for major power stacking going up into the hundreds of thousands.

How to obtain it in-game:

This Artifact is rewarded by completing The Vault of the Nine quest. The benefit to Class Sigils, is that once you unlock them, you can claim them for free account wide on any character you wish.

Shard of Orcus' Wand

Aside from the fact that the stats are actually really good on it, if you are using the Demon Lord’s Immortality set, you need to have this Artifact equipped to complete the Set Bonus.

How to obtain it in-game:

I recommend farming Castle Never, Dread Legion, or to buy it from the Auction House. It is a waste of Astral Diamonds to buy Artifact Boxes that may or may not contain the Artifact. It hurts to lose that many Astral Diamonds and in the end, gain nothing, so I highly advise against Lockboxes, and any methods RNG-dependent if it will cost you Astral Diamonds.

Fragmented Key of Stars

Why to use this as a Secondary Artifact:

Good stats. This Artifact in particular gives 3 Offensive Stats which is rare/unusual for an Artifact. However, this is of course a good thing! All 3 stats offered are very useful for a Trickster Rogue, so, it’s often very preferable at endgame.

How to obtain it in-game:

It is a drop from Master Spellplague Caverns, or you can buy it off the Auction House.

Symbol of Air

Why to use this as a Secondary Artifact:

Good stats. Fairly standard answer for many of these Artifacts, since you are after all, only using them for their Stats.

How to obtain it in-game:

You can either get it from a Lockbox, a Glorious Resurgence Epic Artifact Pact (Lockbox or AH), or straight from the Auction House. Once again; I advise against the Lockbox, as you will end up wasting or missing out on more valuable items / Astral Diamonds.

Heart of the Blue Dragon

Why to use this as a Secondary Artifact:

Good stats. Fairly standard answer for many of these Artifacts, since you are after all, only using them for their Stats.

How to obtain it in-game:

You can either get it from a Lockbox, a Glorious Resurgence Epic Artifact Pact (Lockbox or AH), or straight from the Auction House. Once again; I advise against the Lockbox, as you will end up wasting or missing out on more valuable items / Astral Diamonds.

Heart of the Black Dragon

Why to use this as a Secondary Artifact:

Good stats. Fairly standard answer for many of these Artifacts, since you are after all, only using them for their Stats.

How to obtain it in-game:

You can either get it from a Lockbox, a Glorious Resurgence Epic Artifact Pact (Lockbox or AH), or straight from the Auction House. Once again; I advise against the Lockbox, as you will end up wasting or missing out on more valuable items / Astral Diamonds.

Kessell's Spheres of Annihilation

Why to use this as a Secondary Artifact:

Good stats. Fairly standard answer for many of these Artifacts, since you are after all, only using them for their Stats.

How to obtain it in-game:

You can either get it from a Lockbox, a Glorious Resurgence Epic Artifact Pact (Lockbox or AH), or straight from the Auction House. Once again; I advise against the Lockbox, as you will end up wasting or missing out on more valuable items / Astral Diamonds.

Thayan Book of the Dead

Why to use this as a Secondary Artifact:

Good stats. Fairly standard answer for many of these Artifacts, since you are after all, only using them for their Stats.

How to obtain it in-game:

You can either get it from a Lockbox, a Glorious Resurgence Epic Artifact Pact (Lockbox or AH), or straight from the Auction House. Once again; I advise against the Lockbox, as you will end up wasting or missing out on more valuable items / Astral Diamonds.

Lantern of Revelation

Aside from having great stats, this is also an Artifact you can obtain for free at Level 21, with a quest called Artifact Recovery, and you can continue to use this straight into Endgame.

How to obtain it in-game:

This Artifact is rewarded by completing the Artifact Recovery quest, or by buying it off the Auction House. I advise trying to grab it at Level 21, when you do obtain and complete the quest. If it’s AD you don’t have to spend, then why waste it?

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Companions

Companions play a huge role in a character’s damage output, you cannot argue that. Companions also tend to be very expensive – the ones worth getting anyway. Often, especially for new players, companions are tricky to both select and afford. What I’m hoping to accomplish in this section of the guide, is to outline stepping stones for companion choices, starting from Newbie, to Midgame, to Endgame – similar to what I did in the Gear Section. As well, I’m going to try and break down all aspects of Companions individually, in this order;

What’s recommended as a Summoned Companion

What’s recommended as an Active Companion

Understanding what Runestones to use

Gear suggestions

Legendary Bonuses – How they work

Summoned Companions

Your summoned companion is potentially your most important companion. They are the only companion you need to pay attention to in regards to gearing up, and placing Enchantments / Runestones on. They are the companion that, in a sense, should be better geared than your character. The stats you grant your companion get multiplied based on the Runestone type and rank you’re using – and anything totalling over 100%, is more than what that item or enchantment would grant you if it was on your character

Chultan Tiger

Why is the Chultan Tiger the best choice?

The Chultan Tiger is the best choice due to the fact that it has x3 Offence Slots, it debuffs your opponent (allowing you to deal more damage), has a fairly decent Active Bonus, and is easy to gear up (x2 Rings, x1 Neck).

How to get the Chultan Tiger:

You have 1 of 2 choices – you can either buy it off the Zen Market – it’s found in the Primary Pilgrim Weapon Pack, or straight off the Auction House. Both are good options.

Air Archon

The benefit to getting the Air Archon prior to the Chultan Tiger is that:

It has x3 Offence Slots (for Bonding Runestones).

It uses the exact same gear as the Chultan Tiger (x2 Ring, x1 Neckpiece)

You’re going to use it as an active at Endgame anyway, so no AD lost.

The Active Bonus is the best in the game at the moment.

How to get the Air Archon:

You can either get it from a Lockbox, a Glorious Resurgence Epic Companion Pack (Lockbox or AH), or straight from the Auction House. I recommend checking which is cheaper; the Epic Companion Pack or the Air Archon on its own.

Lillend

Why is the Lillend the best choice?

There are a few reasons I recommend the Lillend. The main reason, is the expense of not only purchasing it, but also gearing it – it’s very effective, easy and cheap / affordable. It has x3 Offence Slots, and x3 Ring Slots for gear. It is not worth spending lots of Astral Diamonds on a companion you won’t be using into endgame.

How to get the Lillend:

Best way is to buy it off the Auction House! During the Winter Festival you can get it for free, but that’s a ways away!

Infant Gorilla

Why is the Infant Gorilla the best choice for an Augment?

There isn’t a lot of affordable, decent Augments in the game. I only recommend this one due to its affordable price, epic quality and the fact it has x3 Ring Slots, making it extremely easy to gear up, similar to the Lillend.

Best way is to buy it off the Auction House! Often with companions this is the case, as it’s not worth spending Zen or Astral Diamonds on something luck-based.

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Active Companions

Active Companions exist for the sole purpose of their Active Bonus’s. You do not need to place gear on them; you do not need to place Runestones or Enchantments on them. There is actually no other gain from Active Companions aside from the Active Bonus – thus allowing you be particular or picky in your choices.

Mainly for the Trickster Rogue, you want to look at companions that increase your damage output steadily with no cool downs – companions that give hard stats are often far inferior and by far not worth the investment.

Below, I’ll break down what I consider the best choices for Sabo / Exec set ups at endgame. As well, I’ve included a recommended set up for a New or Midgame player – I took into consideration affordability and item level of the companions, so it should work decently until of course you can afford the endgame companions!

On a side note, all the companions listed below I recommend buying off the Auction House. I do recommend buying them all are Epic if possible – certain ones, such as the Siege Master & the Lightfoot Thief can be purchased at a max rank of Rare

Understanding Runestones

Runestones are the equivalent to Enchantments, but instead of equipping them to your Character, you equip them to your Companion, and they empower your Companion with either extra abilities, or extra stats. Generally, the Runestones that grant only extra base stats are less preferable, as there are 2 Runestones that are inarguably the best available in the game.

Gear Recommendations & Know How

Special thanks to my guild Chronic Legion for helping me out on this one.

Earning decent, endgame companion gear used to be very affordable and very easy. Sadly, as of mid-September of 2016, the Gateway System was shut down, and has since been kept removed from the game – thus, making it very difficult to find / earn companion gear.

However, it’s not as bad as you think. The main ways to earn companion gear are through earning the Gold Reward in the Illusionist’s Gambit skirmish, and by completing Epic (T3) Heroic Encounters. The main downfall to both of these is that your rewards really boil down to your RNG – if you have bad RNG, you might be in for extra work.

Additionally as of Module 14 (currently PC only) you can now earn unbound +4, +5 & Adorables Companion Gear from Lockboxes. Many of these are posted on the Auction House now, and are purchasable, however, the majority of the desired gear sells currently for 2-3 Million AD.

Below, I’ll more or less list very general suggestions for various equipment, and/or the type of gear you want to aim at obtaining. Remember, just like everything else – you want to focus largely on your vital stats, so finding and using gear with these vital stats should be a given. As well, you want to aim at having at least x1 Offence Slot in each piece of gear.

Illusionists Gambit

The Illusionists Gambit is a skirmish commonly ran for companion gear. The idea is that if you achieve Gold, you have better chances to earn better gear. Every “type” of gear can be obtained from IG – Belts, Grimoires, Icons, Necklaces, Rings, Sword Knots, and Talismans.

In addition, there are different titles for various gears to accentuate which stats they provide. Below, I’ll list off the important 3 to work towards. All gear found in IG (Illusionists Gambit) varies in ranks from +1 to +5. +1 to +3 is exchangeable and can be traded with fellow players, or bought/sold off the Auction House. +4 gear is the goal, as it offers x2 Offence (or Defence) slots, as well as good stats. +4 gear is Account Bound though. +5 gear you would expect to be better, but it’s not. It offers x1 Enchantment Slot, and x1 Overload Slot. It’s not bad, but it’s not great either. +5 gear is also Account Bound.

The undying Lockboxes feature unbound Epic Companion Gear, the same gear you earn via the Illusionist’s Gambit. This lockbox also features Adorable Companion Gear, which is also unbound. Both sets of gear are available on the Auction House.

Ideally, the companion gear obtained from the Stronghold T3 (Epic) Heroic Encounters isn’t fantastic. It’s hands down more of a filler if you currently have nothing better to turn to – they also require some luck to earning them. The good thing is that if you’re joining your Guild / Alliance for Influence Runs, you don’t really have to farm for these separately. Note though, they Bind to Character, not Account.

For certain types of gear – well actually, all types of gear, you can alternatively use regular character-type gear. You cannot use any Artifact Gear; but normal gear like necklaces, rings, icons, etc. – you can by all means use on your companion.

Mulhorand Weapons – While slightly on the pricey side, it’s often a quick fix for several players when it comes to Sword Knots, Icons, Grimoires and Talismans.

Cruel (x) of Smiting – If you’re looking for a super quick fix, random blue gear off the auction house is a very cheap fix – just try and get something that starts with the word Cruel (Power Stat) and ends with Smiting (Critical Strike Stat).

There are so many options for Rings, it’s unbelievable. For beginner, I would start with the League Rings, and then work towards any of the +4 or +5 Rings from the Chultan Collection – Soshenstar & Omu alike. Additionally, the Masterwork III Rings are currently best in set for basically any class, not just Trickster Rogues due to their Item Level, stats and x2 Offence Slots.

Loyal Gear – Gateway System

This gear for the most part is still considering a ‘best in slot’ item, however, it is no longer obtainable in the game aside from the overpriced items for sale on the Auction House. They used to be earned from the Gateway System which was shut down in September of 2009, meaning ultimately there is no further way to obtain them in-game anymore.

Mounts

Currently, mounts are used for several different things in the game – cosmetics, increased movement speed, extra stats, combat powers and insignias. It can be a bit to take in, so I’m hoping to break down not just what the best options are for Trickster Rogues but how they work in general. Similarly to the companions tab, I’ll be breaking everything down into sections.

Equip Powers

Mount Combat Powers – What are they & how do they work?

Insignias (& Insignia Bonuses)

Equip Powers

Mounts that are of Epic or Legendary Quality offer an Equip Power – sometimes, it’s a boost to a hard stat such as Dominant Force, Ruthless Efficiency, Armor Breaker and every hard stat under the sun. In less common cases it can also be just as it’s called; a power, instead of a stat. The main ones I know of are Ferocity, Quick Action, Rejuvenation – there are lots more, these are just to give you an example of what I mean.

So, which ones should you use? It’s as I’ve been saying through the entire guide; use what you personally need to balance your stats out. If you need Power, get power. If you need Critical Strike – then get it! I personally used Recovery for a long time because it was all I had, I then switched to Critical Strike because I needed Critical Strike more than anything; once my Critical Strike built up, I switched to Power. If you want direct suggestions, anything listed here is a great choice, you cannot go wrong with any of them.

Mount Combat Powers

Mount Combat Powers are much different than Equip Powers, so try not to confuse them! I do all the time. Combat Powers are obtained only from Legendary Mounts, and have to activated during combat, much like an Artifact Power. Each power has a 1 minute cool down as well, so timing is somewhat crucial – again, much like an Artifact Power.

Here is my rule of thumb; any combat power is better than no combat power. If you got a Legendary Mount, but maybe it’s not the one everyone recommends, don’t stress it. One of the Insignia Bonuses, Cavalry’s Warning, is reason enough to still use your Combat Power actively throughout combat.

Now, despite that, there are Combat Powers that are far superior than others, I won’t deny that. Obviously, you want powers that increase your damage – buff you. So here’s my suggestions – though there’s really only 2 that I would consider to be the best currently;

Insignia’s & Insignia Bonuses

Insignia’s more or less are like applying Runestones to your Companion, or Enchantments to your Gear – just instead it’s applying Insignia’s to your mounts, and if you match them right, you can get a type of “set bonus” known as an Insignia Bonus. There are 5 different types of Insignia’s;

Crescent

Barbed

Enlightened

Regal

Illuminated

Note that mounts, like gear and companions, come with pre-set slots. Depending on the quality of the Mount, you may or may not have “free for all” slots called Universal Slots. Aside from that, Barbed Insignia’s can only go in Barbed Slots – and the same goes for any Insignia Type. Therefore, if you’re looking for a specific Insignia Bonus, you need to look for the specific mounts that offer it, because not every Mount under the sun will.

I’m going to be honest and say I don’t have a specific 5 I consider to be the “must have” bonuses of all time. I do however have recommendations – so choose based on what you need for yourself. I cannot tell you that specifically. I will highlight key bonuses though.

If you want to see what mounts offer a specific Insignia Bonus, follow this link here – it’s super useful, and can potentially save you lots of Astral Diamonds.

Gladiator’s Guile – It’s fun and can let you reach mobs before others, but it does not directly increase your damage.

Wanderer’s Fortune – Perfect if you’re newer to the game and still refining things like Gear, Enchantments and Artifacts.

Combatant’s Maneuver – It’s an okay power, I don’t believe it’s working as intended though, as it doesn’t appear to proc with Encounter Powers, only Daily Powers – for Trickster Rogues anyway. It’s still good to use though, particularly on bosses.

Neverwinter Forums – A link to the official Neverwinter Forums. Really great place to ask questions, make suggestions, find guilds or alliances, or just make friends man!

Neverwinter News – Stay in the know-how by regularly checking up on the Neverwinter News!

Neverwinter Wiki – Basically the Neverwinter version of Wikipedia – you can find just about every item, npc, map, quest – everything, on this site.

Neverwinter Character Transfer (Test Server) – I’ve always had difficulty navigating my way to this page, and a lot of people don’t even realise you can transfer your character from the Main Server to the Test Server – but hey, you can! This link’ll take you straight to where you need to go!

Insignia Bonus Guide – Trying to figure out what mounts give what bonuses and vice versa? This link will explain everything to you, and I’m not kidding.

Artifact Refinement Chart – This is actually something a friend of mine in-game put together for my guild, but this gets straight into the exact numbers Artifact Refinment’s and also the specifics of using an Artifact as a feeder. **Note this becomes ineffective with the release of Mod12b**

Neverwinter Calculator – Great way to quickly share your feat and power set-ups for your class with others – its simple and easy to use.

Sea of Moving Ice Treasure Maps – If you’ve been to the Sea of Moving Ice, you’ll definitely understand the value of this guide for Treasure Hunting – if you don’t get it, don’t stress it. Preserve your innocence while you can.

Hi Enyo, thank you so much for sharing your build. I have been following this for quite a while . I am going to finally make a saboteur build to see what how it does in PVE. Every build differs a little bit and I have used the Symbol of Water for a long time as a great AoE. If you use the symbol of Water and smoke bomb, you really do not have to use any other At Wills, Daily or Encounter is almost any fight in the game. It is killer AoE combination for soloing anything except maybe HEs, or Trex / Rrex. I am at IL of about 16.4 so everything but the last 2 instances are pretty simple. Playing a TR at end game is pretty fun. Keep up the good work!

The transmute is the Black Ice Armor – you can purchase it in Caer-Konig (Icewind Dale) for I think its 8000 black ice?? And then dyes are just straight up Bottles of Black/White dyes if I remember right!

Alright well, I left a comment a few days ago and it says “Your comment is awaiting moderation.” Whatever that might mean! So I’ll just copy/paste and try again!

If you’re looking for single stat rings I’d recommend the Personalized Adamant Rings – Here’s the link to the neverwinter wiki pages on them. +4 Brutality/Power rings can be good too if you don’t mind the cooldown. I just personally don’t like them but they are still good, it honestly depends who you ask!

Thank you! I noticed other guides didn’t have anything ACT-related, and a lot of people use it, especially more serious players. So figured I’d add it in, gives people a good idea of what to expect from this build too. Figured it couldn’t hurt. Glad to hear its useful! As for Xbox, they totally should

Hi Enyo! Im a new player and I have been following your build from lvl 1. Yesterday I hit 70 and I have a few questions 🙂

Gear: Im 1800 iLvl, I got Twined rope of dexterity from Shores and bought imperial dragon cloak as its cheap. Bought all other equipment blue (Now Im with 8,4k power, 3,8k Cri, 2,5k Arp, 1,5k def and 1k Life steal and 60k HP). My artifacts for now are lantern, sigil of the trickster (These 2 Ill keep for a while) and bruenors helm and globle of the third eye that I want to change. Tomorrow its x2 RP so Ill be upgrading all my artifacts (I have been saving all for this).

What should I do now? What dungeons should I do for better gear? Im a bit lost on what can I get from the drop of the differents dungeons.

I’m doing campaigns for boons too.

And other doubt, I do nothing in dungeons, in MC or kessels and shores I die too much, I get one-shooted too often, my rotation is: Stealth -> Dazing strike -> Lurkers assault -> Lashing blade -> Smoke bomb -> Duelist flurry, but I cant even finish it cause I die before cause AOEs or just 1 hit 🙁

Sorry for the big text, and thanks for the great guide! (And sorry for my english)

Hello! Sorry for the late reply, busy week at work. First things first, that’s awesome to hear, and thank you! Glad to be able to help 🙂

1800 iLvl won’t be that strong yet – but it’ll pick up quick trust me. I’d suggest for starters running dungeons with Malabogs Castle, Valindras Tower and Epic Lair of Lostmauth to begin with. Can get some good enough equipment from the chest at the end of the dungeon to bring you to 2000 iLvl. Then at 2000 iLvl you can start running tougher dungeons like Epic Temple of the Spider – which is where you can actually obtain the Lifesilk Spinnete (Armor Piece) that I’m currently using on my TR. It’s a frequent enough drop that its fairly quick to earn to be honest. Also running ndemos (Normal Demogorgon), Throne of the Dwarven God and Prophecy of Madness – saving up the demonic ichor obtained from them can be used to purchase epic pieces of equipment. Drow set is a really good epic set to work with towards some of the better gear in the game like Dragonflight or Relic gear. Sorry if this all sounds complicated and confusing, kind of hard to explain on here!

Campaigns – always do campaigns!! Boons are awesome and really add up after you obtain quite a few.

At 1800 iLvl you won’t be doing a whole lot and you’ll be fairly squishy until at least 2200 or 2300 – but you guild up item level quick, no worries. My only suggestion is maybe switch rotation for now and try Stealth>Smoke Bomb>Dodge Roll Backwards>Lurker’s Assault>Stealth>Lashing Blade>Duelists Flurry x1>Stealth>Dazing Strike. The initial cast of smoke bomb will stun all enemies around you (apart from boss enemies of course!) which means they cant attack you. As soon as you cast though, dodge roll back – I find thats always your most vulnerable moment, it’s ALWAYS when I take that annoying hit that 1 shots me. So if you dodge right away you dont take the hit, and dodge backwards, so you can instantly cast Lurkers Assault without having to re-position your aim. As soon as you stealth right after that, Shadow of Demise will proc – its confusing I know but just go with it for now. So now, stealthed, lurkers assault bonus, you can cast Lashing Blade – massive quick damage. Duelists Flurry x1 after that, and for me anyway by the time its done casting, my stealth meter is full again. So stealth, and cast dazing strike to stun enemies again, since smoke bomb will be just about to fade off by that point. and pretty much continue that cycle if you can. This way you arent taking much damage from enemies and keeping yourself alive!

This all probably sounds confusing and I seriously apologize! If you play Neverwinter on PC, PM me in game. it’ll be a lot easier to explain stuff in-game, and maybe we could even run some dungeons together! Can always find me by typing ” /who Yopuko ” and if i dont come up in search as Enyo@Yopuko, Tanukoui@Yopuko, Damasker@Yopuko, Almanax@Yopuko or Otomai@Yopuko, then I’m likely offline. Try again a little while later, and I should show up! I’m online a good 5-6 hours a daily usually with the exception of Fridays. Seriously though, PM me in game, would love to chat and run a dungeon or something!

These days im running most Throne of the Dwarven God and Prophecy of Madness as it seems to be easier, Im trying the new rotation and finally I understand how works shadow of demise! But my PC its a little bit slow and its hard when a lot of mobs are grouped. (Now im 1980 iLvl)

I just have finished the sharandar campaign (Not all boons just the advancement) and Im in the last one in elemental evil, and im doing the dailys of maze engine and tirany of dragons, for now enought 😛 what should I start next?

I will PM you in game, but my english is not very good (I´ll try), I play with my boyfriend and he helps me to translate the guide and explains it to me otherwise it would be very difficult 😛

Hello hello! Havent heard from you yet, wondering if maybe our timezones conflict. Whats your in-game name / @ tagname? Next week I’ll be on more during european time zones, so might be able to find you then. I’ll keep an eye out!

Ahhh I replied to the comment and then the page crashed. Twice. But luckily 2nd time I copied and pasted!

Personally, and from my experience with other TR’s as well – it’s hard to a TR to get into those types of runs. A lot of people have this notion, this idea, that TR’s suck. And they don’t. Personally with my build, I’ve made 2nd in dps in an msva run with all 4k+ players. Now, thats the only time I ran msva because a friend asked me to. Ran nsva a couple times, and FBI once. I can definitely hold my own and output the dps needed though.

My main suggestion would be either to aim for running with either your friends, your guild, your alliance, OR hosting your own group. If you arent sure what to do, how to start a group and/or run the dungeon – YouTube it. YouTube offers a lot of videos, tutorials and insights into how the dungeons/raids work, and in my opinion anyway it’s a great resource for those things. Hopefully this helps, and best of luck in game!

Ah I guess I should’ve clarified about the owlbear cub… and to be honest I need to update my companions list because yet again I’ve made some changes! The owl bear cub I only ever use if I cant or shouldnt be using a regular companion and can only resort to an augment (which cannot die). Normally the owlbear cub is idle, not even slotted as an active companion. And to be honest, I thought it’d be useful for a low crit build but if you look at my ACT stats – my crit rate is still fairly high as it is, so the owlbear cub became somewhat ineffective… so I switched it out. I’ll update my companions list right now though – this is old stuff!

About shadow classic… do you mean shadowclad? If so, I really dont recommend the Shadowclad for TR;s. TR’s naturally have a high deflect rate, rendering shadowclad useless. Shadowclad is best for low deflect classes/players usually

Thank you for pointing that out! I used to use it a lot more for solo content (wasn’t finding the AP gain to proc that much), but I daze everything and kill ’em all before they leave their dazed state now, so for me – it’s definitely useless now. I seriously totally forgot about that – so thank you for pointing that out!

Taking a guess, I think you’re meaning how to set up your controller to your computer – which yes, that’s possible. So more or less you’re going to want to install a program called Xpadder – you can google Xpadder set ups and you’ll find some prebuilds specifically for Neverwinter, which already have the keys mapped to the buttons.
I had to ask one of my friends because she used to play NW on Xbox (and she still uses the Xbox controller with her PC) and I’ve never even used an Xbox before…. so if maybe this isnt the answer you’re looking for, feel free to specify a bit more and I’ll head back to her, or you can pm her yourself in-game @pickil11 (On PC). Credits to her for the answer… I’m just the messenger! Hope this helped!

You can buy these transmutes with Alliance supplies from the Gauntlgrym Supplier in Mantol Derith, or if you by chance havent finished Elemental Evil campaign, you get them for free once there – but once deleted or sold, you cannot collect them again except from the Gauntlgrym Supplier ~

As for dyes, all my gear is dyed with the Blue Fire dye, with a Bottle of Black Dye used on the ‘Primary’ option on each equipment AFTER the Blue Fire Dye Pack has been applied. Makes for a solid black background, which really brings out the other 2 vibrant shades of blue! Hope this helps, and thanks man!!!

Well, I’m not logged in or even at home right now to check but my initial breakdown off the top of my head;

I have 31 DEX in the screenshot. I must have recently been in a campfire when I took this as well.
Campfire; +1 to ALL Ability Scores
Greater Twines Rope of Dexterity Belt; +4 DEX
Bonus Ability Scores earned via leveling; +7

All in all that totals to +12 DEX. So 31-12=19 DEX as the initial roll. Likely I rerolled until I got the most of my DEX (which you do when you first create your character). It may also be related to the race selected (Sun Elf) though I’ve never looked into it, so no idea. I think thats the best breakdown I can offer for now but I’ll definitely look further into it!

My Initial Role, like, upon character creation? That was years ago and I’m not in-game right now but we can do the math. I have 22 STR, so subtract 7 (1 Point per 10 levels) and thats 15 STR. I dont have any gear either that affects the STR score, so my initial role should’ve been 15. You can probably make it higher though. When I made my TR it was my first toon and I likely had 0 idea what the Ability Roles were even for lol. Sad reality, but oh well. Hope this helps!

No stealth included. For the most part its really just Bondings and the insignia bonus Protectors Camaraderie I think. There may be one or two other buffs but I know for a fact it does not include Stealth! Hope that helps! 🙂

Thanks for the build and the gear tips and everything else, im only level 30 but this has helped a lot, i thought i was killing fast before but this? while leveling its basically tab Q and everything is dead except for bosses/elites.

No problem at all, I’m glad its helped! I think all the way up to level 50-55 you’ll notice less and less insta-kills, and it’ll really stop altogether at level 60+-70. Its fun while it lasts but its cool! Once at 70 it doesnt take too long before you’re back to insta-killing everything again! ?

Hey, I really love your guide im tryina keep it somewhat similar to yours not too much tho and uggh I see that you changed some feats on your build. Was that everything u changed so far? And I was thinking what about krig and hellig rings? 2 offense slots and it has 475 power recovery and crit recovery. Will you be changing lots of stuff with the new mod comin out on May 2nd?

I did change some feats but don’t be too worried about them – either way you run it works. I added in Back Alley Tactics mostly because someone pointed out the fact that when you cast Lurker’s Assault and are under the effects / buffs of Lurker’s Assault, your AP gain pretty much freezes, making Back Alley Tactics a more viable option (whether this is a glitch or not I don’t know, but I’ll take it for now!).

Yes thats everything I’ve changed so far. I’m always changing and testing but I’m thinking (hoping) not too many more changes in the future, especially not big ones. I do want to add in 1 new artifact (likely the Heart of the Blue Dragon) and switch the wheel / eye of the giant whenever I switch between group and solo play. So only 1 of them equipped at a time instead of both if that makes sense. So the layout more or less would be
Wheel OR Eye (one or the other, not both)
Hunters Sigil
Blue Dragon Heart (or potentially something else, haven’t look too far into it yet)
Controllers Sigil

Krig and Hellig Rings are a viable option, problem is I dont run enough SKT anything and haven’t earned any yet. Honestly though if you can get them and can run sva/fbi do it. Throw some brutal enchantments in those offense slots (or radiants if you dont need crit) and they’ll be pretty damn sweet!

Currently I have no plans to make any changes related to the new mod, but I haven’t exactly made plans either. I did jump on the test server to look at the new content and items, and none of it caught my eye in particular. My artifacts will stay the same, as well as my artifact neck/belt, not entirely sure about weapons though. I’ve been considering trying out the fey weapons from River District/. 10% AP gain doesnt sound half bad, especially for what I aim for in my build. Been debating though, its not really related to the new mod but…. yeah ^^
Honestly though, I’m more or less waiting for the actual release to entirely make up my mind on any potential changes or switches I’ll make in regards to the new mod…. more or less play it by ear I think. We’ll see!

Hiya, great guide u made here. I like how u explain everything so well. This guide might just be what my girlfriend needs for her TR 🙂 I think she has full DF set with atm 26% deflect and before anyth around 19,5 k Pwr. Also only 3 lesser bond stones and around 40-44% crit. So I take it she should go with the ft points in that other skill for now instead of the incr pwr from CMiyC ? Onfort we’re going economy style in NW so we’ll have to go with the cheaper option for stuff.

I went economy style myself and it took a long time but you do eventually get there! For bondings, until she gets beyond lessers she may want to consider an augment companion as she’ll gain more of her companions stats that way. x3 Lesser Bondings will grant her 60% of her companions stats while using an augment companion will grant 100% of her companions stats. Just food for thought though, not a total necessity!

Crit I wouldnt be too concerned about yet. If anything I’d maybe suggest she focuses on Armor Penetration if she doesnt have -60% Resistance Ignored yet. If she does then focusing on raising her power & crit slowly will work too. Going economy wise I definitely suggest the class sigils (hunter & controller) – 100% free to obtain and from there its refine up at your own pace.

As for feats yeah I’d suggest using the sabotuer feats instead of the scoundrel feats for now. I think Press The Advantage and Back Alley Tactics are most beneficial when you have high power and recovery… Until then the Sabotuer ones all the way!

Anyway hope this helps and if you guys are on PC you can find me in game at Enyo@Yopuko, or if you give me yours and hers tagnames I can find you guys (either way works!). If you have any questions dont hesitate to ask! I love to help wherever I can 🙂

I do it with my Companions base stats & the bonding runestones. My Air Archon has 1150 ArmPen all together and triple that with Bondings & Legendary Bonus, thats 3450 Armor Pen stacked onto my characters 2400 or so Armour Pen – add in the ToD boon that gives +3% Resistance Ignored, I just reach 60%! Worst case scenario if I can’t use my companion for some reason, I switch my Mounts Equip Power to Armour Breaker which gives +4000 Armour Penetration (Axe Beak -Legacy-)
Hope that covers it! 🙂

As far as order of importance goes I would suggest:
1. Armor Pen, bring it up to -60% Resistance Ignored. You’ll gain way more dps this way than if you went for power.
2. Power. Increases your DPS which is honestly what you’re wanting to aim for as a trickster rogue.
3-4. I’m going to say this depends on where your TR is at and how well it handles solo play. If youre squishy and dying a lot – prioritize life steal next – you’ll want around a 20% lifesteal chance. If you’re handling solo content fine, then prioritize crit, it’ll increase your over all dps. Thats your call honestly though between the 2.
5. Recovery. Its useful and helps but not entirely necessary. I wouldn’t put too much value into it until you have the other stats taken care of.
6. Other stats like defense and deflection are optional. I personally ignore these stats completely as (for me) they dont seem entirely necessary.
7. Regeneration. Useless stat never invest into it!!

Best weapons currently for TR’s are the Shadewalkers but – you need to be prepared to do A LOT of grinding of the SVA raid – and as a TR it can be difficult finding good parties sometimes.

Shadewalkers are better than Aboleth, not exactly sure by how much but it isnt a massive difference or anything.

Aboleth Daggers are WAY better than Drowned Daggers. The only time I’d suggest Drowned Daggers is if you’re really struggling to keep alive in basic solo pve content – since Drowned offers heals and will help keep you alive and well ^^

Yes its just been updated to feature loadouts and such. Also reorganized it because it was getting to be a little bit too much text – so now everythings organized into tabs at the top of the page. Hopefully it works for folks and they like it haha

Shooot true I forgot bout that. Isnt it 2500 zen tho? I may be wrong bout that, will have to check once Im online. Ty for the reminder / suggestion! Been trying to expand on the guide so things are still jumbled a little. Thanks again mate!

I was wondering what companion gear would be best to use, since u cant get the loyal gear anymore. Im also using a air archon as my main, im guessing the fierce and the heroic companion gear would be best?

From what I’ve heard Mirage weapons are not ideal for Trickster Rogues – the clones summoned from the Mirage Set Bonus die too quickly in close-combat which in the end doesn’t offer you much. If you’re looking for River District weapons Fey or Aboleth would be your beat choices!

Yeah. I’ve heard a lot of debate over Mirage Weapons, end conclusion was that they weren’t the best, but how much the over all damage difference is between Mirage and Aboleth? Who knows really, but Im sure Mirage will work fine.

Lightning is considered the best for many classes; are they the best for TR’s in particular? Possibly but can’t say for sure. The bonus Critical Severity from Vorpal is great too. If I had to guess I’d say they’re on even ground with each other but I’ll have to eventually test that out with the ACT program sometime maybe.

and in response to the 2nd question; personally no I would not want Relic Gear. Which the stats might be slightly better, the voninblood empowerment would be a pain to have to consistently upkeep. I’m a very casual player with a full-time job, so to be spending as much time farming voninblood as I get to run dungeons, I just wouldn’t enjoy the game that way.

Again, if you don’t mind farming and grinding relic gear could be ideal; I just dont think it’s that much better than the DF gear for me to feel its worth my while – but some players do, so it mostly comes down to the play-style of the player.

Sea of Moving Ice (Shadewalkers) are definitely better than any other weapon set in the game – if you don’t mind the grind that is. Personally I prefer to play Solo to getting the Shadewalker daggers seemed like too much of a hassle.

Well depending on what you need either aim for one that offers Armor Penetration if you need it, or Power if you don’t need Armor Penetration. As well one that offers Wanderers Fortune since it’ll give you a lot of RP meaning you can upgrade your Artifacts & Enchantments quicker.

For Armor Pen you’re cheapest option is likely going to be the Axe Beak – costs about 500-600k right now on the AH, and if you can afford it, the Axe Beak Legacy gives the Legendary bonus of +4000 Armor Pen, currently costs about 4.3mil on the AH.

For Power you’re cheapest option is the Apparatus of Gond which costs about 400-600k on the AH.

For Wanderer’s Fortune you’re cheapest option is going to be either the Heavy Inferno Nightmare (Epic mount) or the Gilded Giant Spider (Rare mount) – prices fluctuate between these frequently, sometimes one being cheaper than the other or vice versa. Roughly they stay in the 350k-500k price range.

If you wanted to get a mount with both a good stat and Wanderer’s Fortune you’re best option would be the Heavy Giant Spider which comes from the Hero of the North pack on the Zen Market, or is sometimes on the Auction House for roughly 4-5mil AD. It’d be cheaper to buy 2 separate mounts though, so I don’t recommend this personally.

Hi Enyo, I have some questions.
1) No Elemental Boons listed. I did not see the Boons above. What should Elemental Boons be given?
2) Rosegold Restoration Ring, Rosegold Raid Ring. Where do these rings come from? I dont know now. Produced?
3) In which normal PVE struggle you are using the skills, and daily powers, Passive
Thank you for your reply.

2) If you look under the Gear/Enchantments tab, there’s a list of all my gear items. Below, there is blue, pink and purple texts. The pink states where it comes from / how to obtain it. For the Rosegold Rings specifically they come from Mastercrafting, or they can be bought from the Auction House.

3) Typically my powers don’t really change regardless of the circumstances. Majority of the time (solo or raid) I use;
Class Features – Skillful Infiltrator, Invisible Infiltrator
Daily Powers – Whirlwind of Blades, Lurker’s Assault
At-Wills – Sly Flourish & Duellists Fury
Encounter Powers – Smoke Bomb, Impossible to Catch and either Dazing Strike or Lashing Blade.
I usually use Dazing Strike when fighting smaller, multiple enemies.
I usually use Lashing Blade when fighting against larger, single-target enemies.
Dazing and Lashing are the only 2 Encounters I ever switch out based on pve circumstances.

im focusing on improving my dmg on boss, so i dont put points in Dying Breath
i dont die much, but i found more hp is always good, so i use
Brynnyr’s Demise for the defense (more defense is safer and means more power thx to the Assassin’s Covenant)
Psion’s Shroud for the hp, nearly 140k hp in total, its much better than 90k hp
Survivor’s Wraps for the power and lose hp (in this way, i can drink a potion to activate Alchemist’s Invigoration)

is Artificer’s Persuasion really that good? didnt try it, but it only gives u recovery, action gain but not power or critical

Yo!
Well for starters, definitely a smart choice to not invest into Dying Breath if you’re looking to increase your DPS against single-target enemies (bosses).

Based off what you’re mentioning, your Trickster Rogue is way too defensively built, which is costing you a lot of DPS. On the Brynnyr’s Demise alone you’re missing out on a lot of stats – you do not need to invest that much into Defense. Defense is a great stat, but Azure Enchantments in your Defensive slots alone should give you what you need, if not more.

Note, Assassins Covenant only grants you 10% of your Defense. The Dragonflight headpiece I use for example gives me 650 Power, and nearly 1000 Crit, and still offers 450 Defense – its a lot of offensive stats you’re missing out on.

Psion’s Shroud isnt necessarily a bad choice, the HP can be great, but its an epic gear piece more focused towards tanks as oppose to TR’s. Comparing the Pson’s Shroud to the Lifesilk Spinneret I use, Psion’s is only giving you 50k HP. The Lifesilk Spinneret gives me 25k HP, 1500 Power, 1500 Recovery, 600 Defense. Using the Lifesilk Spinneret brings your power and recovery up A LOT, gives you a little bit of extra Defense and your HP only goes down to 115k, which is roughly where my own HP sits at.

Survivor’s Wraps, again, the same idea. The amount of Power on it is great, but DPS is not just about Power. Its about balancing out the important offensive stats, being Armour Pen, Power, Crit & Recovery in order of importance more or less. The DF gloves I use give again, 600 Power, nearly 1000 Crit, 400 Defense.
As well, while Alchemists Invigoration is cool and all with the 5% Increase to Power & Defense, you shouldn’t need Survivor’s Wraps to enable you to use a potion – you should lose HP in combat naturally without needing to use the gloves – solo or in raid.

Artificer’s Persuasion is actually really good, and most DPS builds and classes do use it. As I said earlier, DPS is not based solely on just Power, or Crit. Its about balancing out the important offensive stats, and Artificer’s Persuasion is exactly that. The AP Gain is probably the more Critical part of the bonus, as it enables you to use your dailies (Whirlwind of Blades or Lurker’s Assault) more frequently, meaning MUCH more DPS. The Recovery also reduces your cool downs allowing you to cast Encounters at a faster rate, again resulting in more DPS.

Thus being said, there’s nothing wrong with running a very Defensive TR. In my opinion if you’re having fun with your class and how you’re playing it, then you’re playing it the right way. Note though, running a strongly defensively built TR will result in much lower DPS.

im in chinese xbox server mod10.5, so i can still take advantage of the sudden +power +critical rings. from which i can see, i bet my main dps come from the 8000power from guild and bonding from the companion, didnt record my dps output exactly, but no big difference were found after switching to this defensive build. im only 2800 item level, with 4 purple artifact, and all 10 11 radius, and im doing well, better than some 3800 rogue in my guild. assuming my dps comes from other sources, making more defense and hp make sense, things might change after mod 11 tho
with +2000defense(10k defense now) and more hp, the small mobs in well of dragon hit me 2000 less dmg, and th red gaint’s big swing in well of dragon hit me like 70k, previously its 90+k, and can 1hit ko me

the game wont allow u to use hp potion if ur hp is full, and in raids, u seldom take hit, making it useless, thats why i need some bleeding
one more thing about Survivor’s Wraps, it trigges the (forgot the name) companion very well, (if u take hit, u become bigger, and your dps is higher)

i like ur play style, reminds me of adol from a game called ys, using the bait skill, it will be better, the boss hits will make u always have a full action pod

As previously said, you are still losing out on a lot of damage by going for a much more defensive build – not to say it’s not a good or bad build, but it does and it will restrict the dps you throw down. I gave a few suggestions, it’s up to you to take up on them or not – guild boons do help as well. I’m currently lacking guild boons as I’m not in a maxed guild, so I don’t have that advantage.

Thanks for letting me know! I haven’t checked any of the newer mounts out yet actually, guess I’ll need to make the rounds and check them all out. I’ll add it to the guide! Thanks again for the tip mate!

Hello again,
I’m 70 Lvl now I’m doing screenplay tasks. I bought DUSK set for now. I’m having a lot of trouble with my life points. I also had a lot of trouble in the River map. AD is inadequate 🙂 I would like to hear if you have your recommendations. I designed my character according to what you say.

River District is definitely one of the more difficult maps / campaigns. If you’re fresh to level 70 for the most part it’s likely not one of the favourable places to start – if you’re eager to start River District though your best bet is to join parties (check LFG or Zone chat, there’s usually lots).

If you’re finding your HP is too low, you can try Radiant enchantments in your Defensive slots instead of Dark Enchantments as the Radiants will give you the HP you need to hopefully prevent being 1-shot,

As for AD being inadequate – try running x2 dungeons and x2 skirmishes everyday, even if they are the easiest quickest ones available. Automatically those runs will give you 20k AD everyday. If you have an alt as well, you can do that on an alt and thats 20k AD daily x2 making a total of 40k AD daily. It adds up quick, even though it does require a bit of a grind.

Hi, thanks for the build it’s really helpful! At the moment I only have the drowned daggers and have only been working at wards the relic weapons fro a week so will be a while before I get them! My weapons are both epic and it’s double refinement weekend! My question is, do I upgrade my drowned weapons or should I concentrate on other artifact equipment as I do not plan on keeping them forever?

I actually wouldn’t recommend upgrading your Drowned weapons. You’ll lose a lot of Refinement when it comes down to refining your Drowned Weapons into your new Relic Weapons – so it’d be more worth your while to invest that RP into other gear that you’re planning to keep long term. Sorry the reply’s a bit late, I’ve been out most of the weekend. Goodluck in game, and hopefully this helps!

Hi, I’m a TR on ps4 but since lvl 70 I have a big problem. I don’t make enough damage compared to other TR and Dps with the same Gs as me. Even with the bonding runestone I do less dps than a control wizard of my guild (she doesn’t have the bonding runestone and a lower item lvl). Does this build is a really good build for the dps in dungeon AND in solo? Thanks for your answers

Hayo! There’s always a few things to consider when comparing your TR to other TR’s;

1) Guilds! Your item levels may be close to the same, but if they have maxed guild boons and you don’t, that gives them a HUGE advantage over you.

2) A TR’s dps really focuses around your rotations. Executioner is what I personally use for dungeons, and Saboteur I use for solo content (Executioner focuses on single-target damage, while Saboteur focuses on several enemies / mobs of enemies). You gotta really downpat your Rotations and learn to understand them as a TR or so Ive found anyway. If you arent landing the right rotation, your dps will lack.

3) Personally, I usually finish raids as 1st in dps. My build definitely works in dungeons, and also really well solo. One thing I have considered / noticed, is that my build isnt nearly as effective if the player doesnt more or less have the same gear & stats I have.

I just finished a PvP Guide for TR’s, hoping to start on a PvE Guide For Beginners / New TR’s, so that players who cant afford a legendary mount, or a Rank 12 this, or legendary that – can still reach full potential in raids Hopefully this helps mate!

Hello! Thanks for asking. I put the math together and basically here’s what we’re working with;

Dusk Raid: 47’599 HP, 1702 Critical Strike, 2583 Power, 2174 Recovery, 1822 Defence, plus the +1000 Power & +1000 Defence (totals to 3583 Power, 2822 Defence) which only applies to you when you’re in a party – so not all the time.

My Set Up (DF + Lifesilk): 58’152 HP, 1948 Critical Strike, 3391 Power, 2418 Recovery, 1870 Defence, plus the extra +2000 HP and +500 Power (60’152 HP, 3891 Power) which applies all the time, solo or raid, party or not.

Breaking it down, the DF + Lifesilk set-up offers a lot more HP, and more Power all the time, not just in parties.

Now, you’re probably thinking, why not add Lifesilk into the mix? In which case, it brings the Dusk + Lifesilk total power to 4145 (including the 1k Power Set Bonus). So roughly 250 more Power, as well 53k HP instead.

So why is DF better than Dusk apart from item level? Well there’s 2 factors to consider.

The Dusk set only applies when you’re in a party – so on solo content that bonus is useless unless you’re running with someone else. Unless you’re endgame, you’re probably running a lot of solo content.
Secondly, stats are all about balancing them out. I’m not sure how many times I’ve heard “Help, I dont have enough HP!” DF offers more HP, and even though it sounds like “only” 7k HP more (If you’re adding Lifesilk into the mix, if not, thats roughly a 13k HP difference) it can make a big difference between being 1-shot or not. Yes, Defence helps and all, but I’ve never been big on having Defence. Life Steal for me always proved to be more useful.

In the end though, it comes down to preference and circumstances. My guild doesnt have maxed boons or is even close to having maxed boons, so if your guild is giving you tons of HP, then Dusk might be a better choice. There’s also Dusk Assault which gives Armour Penetration for those who may need it. Hopefully this broke it down and helped answer your question!

Hi 🙂
Great Guide. I follow u since im lvl 34. Now im a lvl 70 rogue with a 3900GS. My damage isnt Bad but it isnt Like urs. Think it it the guild Boon, we have only Armor Pen 🙁
My question is, What do u think about the orcus Set? I wear it and the damage on big guys must be bether then non Set Stuff Like urs i think. Or am i complete wrong? Please help 🙂 Sorry for my Bad english 😉
Regards from ps4 and germany.

Hey man, thank you! Getting straight to the point, I doubt it’s really the guild boon actually. My guild boon only grants me +3000 Power, which in reality isn’t that much (though it does help a bit!)

Orcus set is great. Orcus does grant better damage than the custom sets like mine, though the actual %’s I’m not sure. I’ve considered trying Orcus, but its report card season for me at work, so been busy lately. Either way, no, you’re 100% correct, Orcus does grant you more of a damage increase!

In regards to your damage potentially being lower, do you have maxed bonding runestones & good companion gear & enchantments on your summoned companion? I know Bondings are a total game changer, especially Rank 12 Bondings.

Hopefully this helps, and nah your English seems perfectly fine to me ^^

Thank u for ur answer 🙂 at the moment I grind fbi and gambit for the big rings and trinket with power and Crit and 2 offensive Slots for my air Companion. At the moment I have 4 offense r12 on it (Radiant and Azure for 82%crit). I Also have r12 boundings.
Maybe my Rotation is a damage Loss, often i try to hold the Rotation i cant cast dazing in stealth because duelist furry is still Running. When its over my stealth is gone too :/

Hey man, no problem at all! As for your companion, thats hella nice. Have you considered putting x4 Brutal Enchantments, Rank 12 in those offense slots? x2 R12 Radiant and x2 R12 Azure gives you +1400 Power & +1400 Critical Strike between all 4… if you put x4 R12 Brutals, it would total to +1680 Power & +1680 Critical Strike. Sure its not a whole lot, close to an extra 300, triple that with bondings though, its almost +900 of each stat… probably not a game changer, but its something.

As for rotations hmmm. Which build are you running, Saboteur or Executioner?

Saboteur is very spontaneous and ‘go with the flow’ – cast everything as soon and as quick as you can. Saboteur is all about speed and consistency.
Executioner takes a lot more precision and timing. If you’re using Lashing, ITC and Smoke Bomb (I usually use these encounters) I’ll ITC>Smoke Bomb>Stealth>Lashing Blade>Duelists Fury however many times necessary. This way it activates Shadow of Demise and with Smoke Bomb being your lower cooldown, if by chance after this rotation your AP Bar is maxed, you can Lurker’s Assault>ITC>Smoke Bomb>Stealth and etc etc, it gets complicated. If you’re looking to keep it simple and fast paced, try Smoke Bomb, ITC and Dazing Strike – Dazing has a much shorter cool down and you wont feel like u have to try and hold out on your rotations so much.

Thx this is my Rotation 😉 but I have one difference, I use: itc, stealth, dazing, smoke, duelists furry or with daily: itc, dazing, lurkers assault or whirlwind, stealth, Smoke, duelist furry.
Is it wrong to cast Smoke in the 6 second time Window? Maybe i lose dmg this way.
Regards and thx for ur response 🙂
Garrett

Little mistake, correct is:
Thx this is my Rotation but I have one difference, I use: itc, stealth, dazing, smoke, duelists furry or with daily: itc, stealth, dazing, lurkers assault or whirlwind, stealth, Smoke, duelist furry.
Is it wrong to cast Smoke in the 6 second time Window? Maybe i lose dmg this way.
Regards and thx for ur response
Garrett

You won’t lose any noticeable damage that way honestly – it’s just my preference for rotations, but your rotation works just as well! As long as you’re watching that Shadow of Demise and keeping and eye on those cooldowns and AP you should definitely be fine! ^^

Ok apologies, not going to lie, I’m a bit OCD… just adding this comment so that the # of comments on this guide is an even number. Kinda helps me recognise quickly if there’s a new comment or not ^^ Sad story of my life hahaha

Great guide.I don’t have the best gear yet. ilvl of 2300. Also only have the common type mounts and only common type companions, except for the green ioun stone of allure. Before using your guide and rotations, I was always in the bottom 3 damage given in dungeons and skirmishes. After making your saboteur suggestions, I placed first in the master spider temple with over 61M damage given. I still need practice on getting the rotations correct and need gear, companion, and mount upgrades, but I already feel like I am contributing more to a group now. Thanks for putting the guide together.

Hey man! The games definitely an adventure and we all started out somewhere. It’s great to hear that this guide helped and that your damage went up! And 61 mil is great for etos, thats actually pretty impressive for 2300 item level especially. Niceeee. Good luck in-game and hey if you ever have questions you can find me in-game Enyo@Yopuko (granted you’re on PC).

Hello
Complimeti for the beautiful build
I’m writing you because I have a thief at 4300 and after changing at least 10 builds I still can not stand behind a ranger or a gw in various dungeons …..
I’m tired, I’ve tried them all and now I’m dead …
I am writing your stats so maybe you can understand that you are much more experienced what I can do to improve my pve.

To be honest, the X-Table isn´t really a good feedeback how much damage you made. Too manny factors depending on the numbers it shows. For example buffing, debuffing. In the forums lots of players discussed that. I pesonally wouldn´t mind if they get rid if the whole x- table. For me it just make sense in PvP. In PvE it destroys often the party play, because everyone wants to be on top of the dps chart.

Amen to that ^ I think the general goal for everyone should be to complete the raid as a team, instead of everyone getting competitive for most damage dealt, or most heals given or even most damage taken. Turns the general raid into a large-scale competition where its like every man for himself sometimes… really kills out a party when you get tons of players playing that way.

Hey man! Giving me your stats to be honest doesn’t necessarily help. For example, do you have bonding runestones? If you don’t, you lose A LOT of dps without them. Secondly if you do have bondings, what are your stats with them? Judging by your base stats, your Crit seems a little low, as well as your Recovery.

It could also come down to your rotations; trickster rogues are truly tricky in the fact that their dps will really show via skill as oppose to straight up nice gear. If you don’t understand ALL your Rogue’s mechanics and rotations, you will deal less damage generally. Playing a rogue requires a lot of timing and improvisation in combat – knowing when or when not its the right time to cast a power, use stealth or a daily.

Hopefully this helps! As said, its difficult to identify a “problem” or “weakness’ in a rogue based purely off stats.

Just wanted to say that this should be the gold standard for guides regardless of class, in terms of content, descriptions, pics, and more. Very thorough and easy to navigate. A lot of other guides have pics, but not enough of them or fail to make the connection with their dialogue. Thank you for the time and effort you put in to the creation, as well as maintenance of this guide.

I’ve been playing on Xbox 1 for about three days now and have been using your guide. I understand the build points and powers, but I admit there is a ton to learn about the never winter universe for new players like me. I get it, that the game starts at level 70 and I need to put in the work and research. So I just have a few questions.

Are there any power rotations that you recommend for leveling up? I’m not sure xbox has the dualspec you speak of so im focusing on Saboteur.

On the leveling note, any companion recommendations prior to end game? Some guild IED have mentioned cold warrior (or something like that lol).

What are the benchmark stats/numbers to hit for TRs (i.e. 13k crit, 3k armor pen, etc?) My apologies if you posted it elsewhere but I’m still digesting all of it and wanted to comment on your work.

Lastly, any plans to make a general neverwinter guide? Foundation knowledge like mounts, boons, dungeons, etc?

Hey man! Thank you for the compliments, great to know this guide does make sense, that it is easy to follow, and everything pieces together. I’ve always taken that into consideration.

As for Xbox 1 – I’m pretty sure Loadouts aren’t released yet on the Xbox server (servers?). There definitely is a lot to the game, and a lot to learn for sure! I’m not sure I’d necessarily say the game “starts at 70”, but a lot of content is unlocked at level 70. So much that it can be overwhelming at this point – way too many campaigns to work through!

It’s funny that you ask about power rotations! I’m actually levelling up a brand new TR for exactly that reason. Obviously before level 55 you don’t get the “One With The Shadows” feat, and neither do you get Smoke Bomb until level 49. So what would one do beforehand?

For Rotations, I’ve been basically casting wildly lol. If I can cast it, I cast it. The only one I’ve attempted to work around / work with, is the Stealth + Dazing Strike combo as it becomes an AoE attack, meaning you can damage and daze several opponents all at once. Pretty useful! Blitz is also AoE, but once you hit level 49 I’d HIGHLY suggest exchanging Blitz for Smoke Bomb – making your Encounter Powers from there on Dazing Strike, Smoke Bomb and Lashing Blade. The Bloodbath daily is great for if you’re in a sticky situation, combats turned for the worst, you’re HP is low, and you’re trying to buy time for a health potion or something – Bloodbath makes you immune to damage for a few seconds. Otherwise, definitely use Whirlwind of Blades. You probably won’t even consider using Bloodbath until maybe level 50-60+.

For companions prior to endgame, I’m personally using the Lillend companion and loving it! It’s heals are consistent through combat and really help me stay alive. Another great companion is the Alchemist Experimenter – again, another Leader-type companion (Leader-type companions are healer-type companions), but the Alchemist Experimenter heals you and deals some pretty decent to your foes too. It’s definitely a cool starter companion, and its Active Bonus grants you +165 Crit & Recovery. Should be relatively cheap on the Auction House too (it is on the PC Server anyway). As for Cold Warrior hm… theres the Cold Iron Warrior, but it doesn’t really have much to offer as far as I know. Not a great active bonus, don’t know much else about it though.

Benchmark stats? Hard to say really. Armour Penetration generally you want around 6k as thats approximately what gets you to -60% Resistance Ignored. Critical Strike… I want to say build as much as you need until you hit around 90% Critical Chance, but that wouldn’t be well into endgame… Power has no cap! Power power power all the way, you can never have too much! Recovery… I’d say maybe 14-15k recovery? Of course these stats would be in combat, with the use of Bonding Runestones (give you % of your companions stats, up to 285% + 15% Legendary Bonus, totalling at 300%!). Lifesteal you want however much gives you +20% Life Steal Chance. I’m probably missing an important stat on this lol, not sure I have it posted anywhere in the guide apart from the Armor Penetration goal/cap. Maybe I’ll need to add this in!

I’ve considered making a general Neverwinter guide, like a website / blog type of deal. There’s already a few out there, so wasn’t really sure if it’d be that productive to create one. I am working on a few general guides though I could even use myself (couldn’t find any others out there!).

I have been working towards adding a section to this guide for newer players / newer TR’s. I’ve been at my TR for 4 years… speaking realistically, someone who has only been playing a few weeks to even a few months isn’t magically going to complete everything and get BIS gear in that time frame. So a general overview on where to start, what to start with, and where to go from there.

Thanks for the feedback, and hopefully this helps!
(Sorry its a lot of text!)
– Enyo

Totally depends. Do you need the armor pen? If you aren’t at -60% resistance, then probably the Tiger Striped owlbear. If you don’t need the Armor Pen you can definitely do away with going for the Purple Owlbear’s +2000 power. All depends what you personally need though!

Hi. I came to you because i drop the lifesilk spinneret. U actually have the zulkir’s dreadnought which seems to be more useful. If I replace the zulkir’s Armour by the lifesilk, I lost 1155 lifesteal but I win 1444 recovery. I also lost 289 power and 135 defense. As TR, control power is not our specialty so the healing effect of the lifesilk is not so useful. Which Armour is the best? Thank you for the answer

Generally both are good but – there are other more effective ways to build up your lifesteal. 1444 Recovery makes it worth your while as far as cooldowns and AP gain goes, so I’ll still recommend the Lifesilk Armor. Hopefully this helps!

Commander Rings and Necklaces sadly are Legacy items now which mean yeah, sadly they arent available in the game. Your next best and maybe even better bet is getting some Adorable Bites companion gear, or (whats probably easier to obtain) is the Heroic, Fierce or Bold companion equipment which I believe drops from the Illusionists Gambit skirmish. +4’s of these types of rings give x2 Offense Slots making them extremely ideal. Hope this helps!

If I ain’t mistaken…. were you the one who asked me this on Facebook? If not…. I should have a list of 9 other Artifacts you can choose from – they’re all great choices. Sigil of the Nine is more geared towards tank-builds, as it offers all defensive stats, so not generally a great choice for a TR usually. Hope this helps!

im making a nwe tr and youre guide has really helped me i was hoping you can help me with 1 question about the con artist is it worth ranking uo or not as ive had alot of people saying yes there great,as youre a tr i wanted to ask you i hope you can help me thankyou

Hello! A few days late, but its been a busy time at work! Sorry ’bout that!
First things first, honestly glad I can help! Love TR’s and I love helping out the community, so its great to hear!
Second, to answer your question – there’s a lot of controversy on companions such as the Con Artist or even the Sellsword – personally, in my opinion anyway, it’s honestly not worth ranking up either of these companions. You’ll spend Astral Diamonds ranking it up that you could easily be put towards a much more beneficial companion. In my opinion anyway, it’s not worth investing anything higher than 100k AD into a companion unless you plan to continue to use it to and at endgame level.

I was having trouble figuring out which Paragon path you chose until I got to feats maybe I missed something but if you didn’t explicitly state it early on I would suggest doing that and then subtly restating it in each subsection where it may apply (ie. ‘For a Master Infiltrator’ or ‘As a Whisperknife’) simply to make things easier on the reader, and because some people will skip over intros and race sections. That being said great job this is the first guide I’ve read to incorporate loadouts.

I’ve had a few people mentioning this. I used to have it mentioned straight up in the title, so maybe I’ll change the title back to how it previously was. Sorry about that! I definitely did choose the Master Infiltrator path though. Either way thanks for the feedback and thanks for the compliments!

Hiya Enyo, sorry I haven’t got back to you to thank you for your advice. Thx for that :-). Could I ask you what your opinion is on the Orcus set for (at least) low geared lvl 70 TR’s ( my gf’s new TR has it equipped) and also a MI Scoundrel build ? Because Scoundrel sounds quite interesting to me.

Btw, I’ll bet you’re glad now you got all your active + summoned comps on Legendary with the new expansion coming out ? You’ll be getting a declining damage bonus for each consecutive legendary comp besides your summoned 1 :-). Anyway, hope you’re well and take care.

For the Orcus Set – its the best Artifact Set available in the game for a dps class / player. Even for low geared TR’s, actually, especially for low geared TR’s, it gives a huge advantage as far as DPS goes. Its great to have and if you can get a hold of a full set, take it, go for it.

MI Scoundrel – Scoundrel is an extremely different play-style than Saboteur or Executioner. Scoundrel is generally a much more defensive build which focuses on stunning and dazing your foes. I’ve actually personally never played a Scoundrel build before because it definitely does rank lowest on the dps charts between the 3 possible paths. Personally I think it’d be great / fun for solo content, especially as a newer and maybe squishier rogue. Helps that theres Loadouts now too!

I’ve had all my companions at Legendary for months now, since before even Item Level was incorporated into them. Everyone used to think I was crazy so yes! It’s awesome to see that the ‘wasted AD & tokens” are finally not so wasted after all!

Not every class uses combat advantage in pvp so it wont help you out against every player you come across, however – if you happen to have it and its your only combat power you have then heck yes use it! Its totally better than not using it at all

Haha maybe! We already sort of did an FBI together actually though it wasnt entirely accurate / fair so its impossible to say who topped dps on that run ^^ As for right now though, I’m on vacation so I really cant (laptop sucks)

Well you had me puzzled there for a second because I didnt even realize it myself. I’ve figured out the answer though – I clearly had recently used an Artifact Power (fail) and got an additional +5000-6000k AP Gain (fail) from the mount insignia bonus ‘Artificiers Persuasion’ (triple fail at this point). I didn’t even realize it until now, guess I should add some text in explaining that haha ^^ Thanks for pointing that out man!

In all honesty, if I could get a Rising +5 with 2 Offence Slots, I’d definitely be using +5’s. I’ve farmed and ran edemo countless times, I’m still waiting to get my first +5 Ring. I have really bad rng all around the clock in game! Hope this helps!

I do not, I personally use a Vorpal Enchantment. The added Critical Severity on 90+% Critical Chance is amazing, and I really havent felt the need to switch to be honest. Lightning is a really good enchantment as well though and definitely worth looking into!
Hope this helps!
– Enyo

Hi Enyo, thanks for the great build you made for everyone !
little question, i am a 13,5k TR and i have a transcendent Fey Enchantment. which do you think is better , pure ( or trans/unp ) vorpal or transcendent ? saves a LOT of AD .

I just want you to know how much I love this build! Your guide makes perfect sense to me. This build cuts through enemies like a hot knife through butter. You are to be commended! Thank you for sharing this build.

Im hoping to update it this weekend (I got what I wanted from the Test Server, so can still update it here!), works got me screwed though… worked a nearly 14 hour shift today, and got the same hours tomorrow and Friday. I may spend the weekend just catching up on sleep, lol 🙁
I’ll aim to have it up soon though!

Hello Enzo. I’m helping my brother with his build. He absolutely adores the Sell Sword as his summoned companion. He has a variety of companions including siege master and belial from SW pack. I agree the earth, air and fire archon are a huge benefit. Yet he wants to run sell sword as summoned. Do you think Sell Sword summoned with Belial , air, fire and earth archon are a good set to have slotted. Secondly, his using companion gear that is only rare +3 currently until better comes along. It is critical and power with azures slotted. I’d like to know what you think about this or if any suggestions. Thank you for your time.

‘Ayo!
Sell Sword was great for its debuffs, which made it a desireable companion – however though, with the arrival of Mod 12, a few things have changed regarding companions.
1) The Elemental Archons (Air, Earth, Fire) are fixed now, and each additional Archon does increase the damage bonuses by a certain %. This was glitched before and the bonus wasn’t active / working.
2) Other companions now also grant debuffs…. making the Sell Sword lose what was making it a ‘great companion’ amongst other companions. Not to say it sucks now because it doesnt; but its basically just as effective to use a Fire Archon summoned as oppose to the Sell Sword.
3) If he does insist on keeping the Sell Sword, its not a big deal actually. However, I would recommend replacing the Erinyes of Belial with the Sell Sword, and running Siege Master, Air/Fire/Earth Archons as actives. You cant beat a straight up 4% Damage Increase in my opinion.

In regards to the gear, it depends what kind of +3 he is running; Heroic? Bold? Regardless, +3 is only single slot if I remember right. Again, moving back to the Air Archon as summoned – he can buy some decently stated & double slotted Ostorian Rings from the Seven Suns Coast Market in PE with Protector’s Seals (400 seals per ring). From there, using a +3 neck piece, or something else (like Company gear, or even just regular gear from the Auction House) would work… could get a lot more from your Bonding Runestones that way. Hopefully this helps and best of luck in-game!

Ok so the new patch notes came out.
Trickster Rogue
Whirlwind of Blades: The Power granted by using this Daily Power no longer stacks with multiple uses in succession.
Now is this in succession without using encounter powers in between or with them? Also I think this is kind of bull crap. A lot of people do not know how to use it correctly to begin with so why nerf it if it’s not working like I think it is. I’m on Xbox this is why I’m asking. Thank you.

Honestly, I think it’s with. It’s definitely a crappy patch note, including the fact they’re nerfing Shadow of Demise right back to what it was. The reasons for nerfing it still seem strange to me, but not really much to do about it. Hopefully this helps, and it’s definitely a disappointing patch note for TR’s ~

Trickster Rogue
Shadow of Demise now calculates its damage based on the damage dealt before the enemy’s damage resistance is taken into account, and no longer benefits twice from buffs or debuffs on an enemy.

Well, I was really excited about the buff to Shadow of Demise personally, but now it’s been nerfed right back to where it was before. It’s a little disappointing, but not much one can do about it. I do understand that it was considered “Overpowered” but I think the nerf was unnecessary; it is none the less relatively disappointing. Hopefully at some point in the future we can see a buff coming out way; I was on the test server a couple weeks ago and discovered this ( http://imgur.com/ABVUCPH ) which is very interesting and I look forward to looking into that in the future as a possible buff to TR’s? It’s all speculation though, so who’s to say. As said though, disappointing that of all classes, TR’s got the nerf

The reason I took out Drowned Daggers is mostly because those weapons (with the release of Mod 12) are totally obsolete and in reality, so are the Burning Daggers. I’m waiting for a Wiki link to pop up for the Trickster Rogue chult daggers, as they’re currently without doubt the best option for a newer player. If its not up today, I’ll probably just make my own page – I used to be one of the top 5 wiki editors but… I got lazy I guess. In addition to this; you actually don’t need to collect motes, you can craft the weapons via professions or even buy them off the Auction House. It’s much faster and cheaper that way.

Titansteel is something you craft through Masterwork but in my opinion – it’s much cheaper to just buy straight off the Auction House than to try getting your Masterwork maxed out. I started on it, went nope, and just bought the weapons personally. Hope this helps and best of luck in game!

Here’s the link ^^ https://neverwinter.gamepedia.com/Wootz_Jambiya
I’ll add it to the guide now since it looks like its now on MmoMinds. However yes, these Wootz daggers are roughly 50-70k for both (30k or so each) which is a phenomenally cheap price for super decent daggers. Hope this helps! ^^

Just want say awesome build I am currently working on get the boons and companions and mounts right. I subbed to your youtube which is how I found your build on mmominds and thank you for all the detail you put into your build. It works well for me as a lvl 60 so thank yo for making it understandable most people just show off the gear but never say how to get it or what to use if you can’t afford it.

Thank you!! Honestly gearing up takes a long while, so don’t sweat it if it feels like its taking ages! As for YouTube, I have been trying to work on it a bit more lately. And no problem at all, glad I can help players out! I know when I first started the game I would’ve loved to have had a thorough guide, but none the less I met really awesome players in-game who helped me tons! Wish I still knew their names in-game. Either way, just glad I can help! ^^

One of your dread ring boons explanation is confusing. You say and as per the screenshot you chose “illusion shimmer”, but then you elaborate on “forbidden piercing” saying it helps when building arm pen to breach -60% Resistance Ignored – so which of the two you went for? Good job on the guide, love it

Yeah, I’ve received this comment before actually. I just fixed it, it was just a typo. You want to take Forbidden Piercing ^^ Hope that helps, sorry for the confusion and ofc thank you very much!! Glad it can help players out ^^

I get a lot of recovery from my mount stats (+4000 Recovery). I also get another 2700 from Bonding Runestones. I get some recovery as well from Insignias, Artifacts and my weapons. However I do need to update the screenshot of my stats because they did change when I switched to the Demon Lord’s Artifact Set. I’ll try and update that ASAP, but the server is currently down!

18 STR & DEX is your best bet to go. Balance between both; DEX is nice for increasing your crit chance, but STR is what will increase your over all dps output. Hope this helps and best of luck in-game!

Honestly, if neither of them have x2 Offense Slots – I would still aim for the +5 Precision and Power Rings. Some of the rings from Chult are really nice too if you can get into a decent Hunting party ^^

Ioun Stones definitely work as a temporary solution before upgrading to a better companion / bondings. I use Ioun Stones on all my alts, and any single one works as well ^^ Infact, any Augment Type Companion works as well. Hope this helps!

Enyo, what are your thoughts on making companions basically useless and the 85% armor penetration in the next upgrade zones. It seems that for a very hard class to play we are back at the beginning. I worked so hard to transfer all of my efforts toward my companion. Are we going back to Ioun stones now after all of that?

I’d suggest hitting up my YouTube Channel, http://www.youtube.com/KidduIt – I’ve got a decent amount of videos literally just about that. As for thoughts, I’m not upset about it, things happen. Doesn’t mean I’m happy about it though. Its honestly a money sink; because once endgamers max everything again, we’ll be right back where we were before. Nothing is actually getting nerfed as far as stats / power / strength goes. Bondings will still be best in set as well so you don’t need to worry about companions ^^

Titansteel is what you should aim for definitely, for fillers I’d suggest using the Wootz dagger just to fill in for the meantime. Generally its more economic for you to just buy them off the AH, as Mastercrafting costs millions of millions of AD to actually perfect, so. Hope this helps!

On the Ps4, we can purchase the Ostorian rings for 300 seals of the elements. I have had zero luck with the +5 two off slot drops. Definitely not as good as leg rings, but they are very attainable and you can try different versions of the Ostorian in your build (Dod vs Hellig vs Krig). The Rings from jewelry making are useless now unless you need Armor Pen. For my Air Archon I use the two Ostorian Dod rings and for the neck I use the Cloak of the Emissary of Neverwinter (this is free and I haven’t researched companion neck slot items yet). I haven’t started the new module yet. If armpen needs to be 85%, then I will need to re-equip an armpen ring on companion.

Hey man, thanks, really awesome that its working for ya. I personally found Saboteur suit by play-style more, and I always deal more damage with Sab than Executioner now. Imo it comes down to the player and what style they feel more comfortable and feel like they have more fun with!

Ah yeah, good eye. I used to have my guide laid out in a single page on its own instead of tabs, so thats what its referring to. Now, just hit the “Sab Feats” tab and that’ll tell you everything you need to know!

You can farm Illusionist’s Gambit for the chance of a +4 ring or neck, they have double Offense slots, which are the main reason people want it, the drop rate is much higher if you can find a group to do Gold on it, the +3 ones are not bad either (you can buy them in the AH), but the goal should be a +4 (+5 is weaker, in case you wonder, has only 1 offense).

Looks like Yak had you covered there. He’s totally correct. As well for rings specifically, I whole heartedly recommend getting Elite League rings – great stats, cheap af, and double slotted. Apart from that, totally run Illusionists Gambit and try for some Big Heroics in your Stronghold with your guild/alliance, can sometimes drop some semi-decent stuff while collecting Influence for your guild! Hope this helps ^^

I definitely suggest all 3 into Critical Severity, for sure. I think on mine I have 1 in Life Steal, 2 in Crit Sev – ignore that. I just havent had a reason to respec and Im not respecing for a small detail like that. So, yes, 3 points into Crit Sev all the way!

Hi enyo!, iv been following this guide and its still a work in progress xD i came across an artifact called “Soul Sight Crystal” which gives a 50% extra damage at mystic rank. Do you Think it’s good enough to replace Wheel of elements? or any other artifct on the roster. Would love to get an opinion 🙂

Yo! The Soul Sigh Crystal is pretty damn nice but I wouldn’t use it to replace the Wheel of Elements – circumstantially anyway if that makes sense. The benefit to the Wheel is that its a Buff to you; not a debuff on your opponent, meaning that both single target and AoE attacks will get the extra damage boost from the Wheel, but not from the Crystal. As well, you get 30% for 28 seconds, or 50% for 10 seconds – 10 seconds is enough to add in some massive burst damage, but at least for me personally, 28 seconds is enough for me to complete 2 full rotations with a 30% damage buff as oppose to 1 rotation with a 50% damage buff. Is the Crystal a good option until you can get a wheel? For sure! Would I replace the wheel with the Crystal? Probably not. As well I wouldn’t replace any of my other artifacts with it solely because Power/Lifesteal is a waste in comparison to other stats like Crit or Recovery. Hope this helps!

Hayo! So, personally I didnt, but for solo play you totally could. I find things sort of naturally melt anyway during solo play, so I dont really care for a solo build that differs from my dungeon build – but for a newer player you totally could. First Strike in particular is great for solo play since it procs on the start of combat and generally solo play is quick and consistant like that. As well, thank you!! I try to help the best I can!

I would say its a hdps build. More often than not, whenever running endgames like FBI, MSP or even SVA, I almost always chart #1 on the Paingiver chart. It all comes down to how well a player knows their character, but none the less I have outdps’d endgame 15-16k cw’s, hr’s, gwf’s even. There is occassionally a player that really has their shit together and will out dps my TR, but it rarely happens. Hopefully this helps give ya a picture!

When Bondings proc, my armour pen is 77% or 83% .. is getting to that 85% cap at the expense of Critical Strike & power just for those few % worth it? Also, thanks for all the good info. I’d be lost beyond belief in this game without it, haha!

Hey Ross! So to answer your first question, I usually run with close to 60%. When I need to do To9G or Chult in general I tend to completely drop Armor Pen from my companion/bondings and replace it with recovery/power, then switch my guild boon from Power to Armor Penetration. If you dont have a decent guild boon option, I would just stack Armor Pen either on an artifact or on your companion. For the sake of 2%, if your RI is at 83% – I would role with the 83%. Your party will provide some sort of debuff, so 2% isnt going to really make or break you. Also no problem, just glad to be able to give back to the community what the community gave to me!

Yo! So I would totally recommend Brutals if you can, they are a great option and all in all you end up with more stats in the end, so its a win. I personally use straight up Radiants and Azures because it leaves me room to play with my stats from time to time (exchange power for crit or crit for armor pen, vice versa, etc). Not everyone fiddles around though, so if you can I’d totally recommend Brutals over Azures ^^

Sweet! Thanks for that. Oh & what is some good gear for Companions? On Xbox, we have (Epic) Adorable Bite rings (I picked 2 of those up) but for Neck there is only (Epic) Chomps, Rolls & Licks :/ .. I wasn’t sure, so I just got a (Rare) Fierce Necklace +3 (Pow + Crit & 1 Offense slot)

Not completely sure what BiS is for companion but if you farm Master Illusion Gambit for +4 companion gear they drop with 2 offense or defense enchantment slots. The drop rate isn’t too bad. I get about 1 +4 every 7-10 runs. So I just do a few a day.

Hey, I was wondering where your 10k defence basically come from. If i count the defence stats from your armor together i just get 2,5k. So from what do you get the other 7,5k? 😮 Maybe I’m just blind^^ but i only see dark entchantments for life steal in you defence slots and no azure for denfence 😮

I just purchased a Epic Wheel of Elements. Are feeders still the way to go to level these up? Or because it’s already Epic, should I just use other RP? Mérci. (I’m on console, so 12B hasn’t happened just yet

Looking at the various graphs for TR abilities it looks like overall Trans Feytouched could be a good, if not better, alternative to Trans Vorpal.
It’s not like TRs have that much of a choice when it comes to enchants, it’s either one or the other.

What is your opinion on using Trans Feytouched instead of Trans Vorpal?

Don’t grab the bulette, I picked it up on my pally because I was dumb. 4k deflect does nothing unless you stack deflect with other gear, and there are many other better bonuses that the deflect, like the 4k power mounts.

Hey, just wanted to let you know that under your mounts that give wanderers fortune you have dusk unicorn listed. Which unless I did something wrong definetly doesn’t give it lmao just blew all my ad following this guide on one for wanderers fortune and since I’m still new to this game a bit didn’t realize this until to late lol. Just wanted to make you aware, also if I’m mistaken please let me know where I goofed cause I’m lost haha all in all great guide!

Maybe he meant Dawn Unicorn, as that has it. But I use Gladiator’s Guile on that one.

Wanderer’s Fortune from Zen Market is on Armored Bear (also has Vampire’s Craving).

Dusk Unicorn has Crescent, Enlightened and Universal Slots for Cavalry’s Warning (useless without a Legendary Mount as only they have Combat Powers) and Barbarian’s Revelry, Heal when you Crit, and +2,000 Life Steal Equip Bonus.

So any pair of Crescent and/or Regal and/or Illuminated with a Universal slot. There are databases on-line to check these things. I made my own and have them all in spreadheets.

Also, Siegebreaker Griffon from Siege of Neverwinter Event, which you just missed. Do the event every day for 14 days on every character and it’s yours for all of them. Very fast, very easy event dailies. Another event in a few months.

Gilded Spider form Wondrous Bazaar, but that is a single, blue mount for one character (as are lockbox, Trade Bar and Auction House Mounts).

I would get Zen Mounts as they are account-wide and so more cost -effective. Unless you want a legendary, then it’s Auction House for your Main character.

Yeah that may have been my bad! I removed the entire lists I had on the Insignia page anyway, and just linked to the Insignia guide website thing by Bethal… so hopefully no more misunderstandings on that!

That all good and fine for some one like your self but I’m not rich by any means there know way I can a ford though companion there to price for a new player like my self. Not all of us can have the best stuff in the game.

I’ve read the build and comments as well. But somehow I do not get it. I’ve been jammed about what the starting values are for the character. Metallic Ancestry Dragonborn I set the race and bonus points to STR / DEX. If you would like to tell what initial stats should start the character, I would thank you.

I can’t really tell you off-hand what my initial roll was because it was years ago, and tbh, it probably sucked. Just when you’re making your character, put STR as high as you can, and DEX the 2nd highest next to STR. That’s my only suggestions really.

which is
-1% Deflect and CAB from CHA
-1% Deflect and Crit from DEX
+2% damage and stamina from STR

Half-Orc and DB can put +2 in STR and DEX, look pretty ugly but have the 5% Crit Severity and +3% Power stat rating respectively.

Halfling and Drow can have +2 in DEX and CHA, and Halflings have +3% Deflect chance

But, as you say, it’s not game-breaking to pick a race based on what you really like to play, or for role-playing reasons. But Sun Elf has the bonus 2% Recharge from INT and 2% APG from race, of course.

Well, im kinda new at game and i was looking for a tr guide and at beggining of the guide explanation i was interested at this one buuuuuuuuuuuuuuuut, like i said, never did tr on life, it is impossible to me follow this guide, no artifact names (yeah i dont have time and brain to keep in mind all the names and pictures of each artifact lol), no name for the slots runes, no powers and feats. If you can send me those things at email please let me know 🙂

My guild and I were just talking about this actually. Tier 3 content really breaks down to who you know, as oppose to what you know. Personally, I have no problem getting into groups for T3 content, raids or dungeons. I get invites all the time – however, I know some equally geared, equally skilled TRs who can’t get let into a group for the life of them. It really sucks, but its true.

I really love your guides but PLEASE update your pictures of boons and feats!
I don’t want to search for the correct names but just check the images and I have now missskilled because I relied on the image.

Chultan tiger – check the guide in a week or so, I’m rewriting everything because despite making small edits here and there, after over a year things tend to stop matching as a whole. So I’m rewriting the entire thing from scratch more or less.

Hi Enyo!! Such great job like always. I started to play this game in xone’s release and then pc update starts comming for the console and that huge TR nerf crush me so hard hahaha After that i came back for an second chance 1,5 year ago and your build for mod 7 (i guess…) help me a lot. So, im giving the game another shot… 7900 item lvl, i realize is super low right now but i have one question, lostmauth’s belt, neck and artefact is useless for TR now? i already have 2 pieces, kind of hurt let those pieces go hahaha Thx like always dude.

En welp can u suggest some other companion i could use coz to tell ya the truth, i can’t afford any of that as of now lol , but ill try my best to get them, so when u update thispage can u add the alternative companions just like what u did on the alternnative affordable artifacts thanks, :0

Ok I’m highly confused, I currently have 76 points available for powers, your build seems to have at least 100..I’ve been gone for a very long time and just trying to optimize my build. This build looks awesome but it’s just not obtainable it seems.

Very good guide as expected, i would just suggest a very minor economic tip
You suggest to buy the pilgrim weapons from the auction instead of the zen market, but since you obviously suggest the tiger as an end game companion buying the pack out of the zen market is actually cheaper at the moment (2150 zen if you get a 15% discount wich mean 1,075,000 ad which is approximately the price that the tiger was going for last time i checked)
Nothing mayor, but you basically get the main hand for free

The off hand is cheaper on the auction unless you want to try your luck with keys but… meh

Hi Enyo,
I have been following your writeup on the TR since I got back into Neverwinter last fall. I haven’t played since prerelease yrs ago and whoa! The changes, However yours is the best writeup I’ve found since jumping back in! I would like to know which rotations you recommend for each of the loadouts. The trickster is a hard build to get the rotations right on, and its never easy on a controller. I can always go find you on PC if that’s easiest to discuss shop,

I was hoping you could help me. I commented on your other guide but I had a feeling that one gets check less than this guide.

I need help with some formatting here on MMOminds. Particularly with getting the tabs set up, getting media into the tab content, and updating the published date. If you can help me out I’d really appreciate it!

Thanks for the reply! I used that guide initially and I got to the part where I have as many Pill tabs as I’d like. I label them like Ability Scores, Feats, etc, but when I go to put the content in the second window and preview the page it’s all crammed up at the top in html. When I do that it doesn’t seem like the tabs are creating new pages.

I always look forward to your guide updates! One request, could you add your rotations to the guide? I know in previous guides you have mentioned it, so I wasn’t sure if it was still the same or if you’ve updated it.

Thank you! Ive had a lot of requests for rotations – I added one for Executioner, let me know if that’s what you’re looking for, or if you’re looking for something different. I created a specific tab for rotations this time instead of putting it under powers! Thanks as well, suggestions always help improve the quality of the guide!

Thank you! That is perfect. I like that you’ve added reasons behind the rotation. That definitely helps a lot.

Would you be able to add one for Saboteur also? That’s the one that I use most often. I know that Exec is best for single target, but since I’m not doing end game dungeons such as T9g, I don’t bother switching rotations. I feel like I do pretty good damage with Saboteur.

I currently use Sly Flourish x4, ITC, Stealth, Smoke Bomb, Stealth, Dazing Strike, WWOB, DC Sigil, then Sly Flourish or Duelist’s Flurry (depending on timing). Usually because of the DC Sigil, I can then do Courage Breaker. I will start the rotation again at the point.

For sure, I’ll add in Saboteur today, since I have the day off work! Usually for Saboteur I usually do use the Wheel of Elements and Lurker’s Assault, solely because things tend to die so quickly, you don’t have the time opportunity to stack power with WWoB & CB.

hey enyo im one of your fans, i just wanna know if you are about t choose between a lightning and feytouch which would you choose? which is better for all arounder, i just need some advice coz im still choosing between the two as my endgame enchantment, coz alot of ppl got different opinions maybe its time to ask someone who actually who knew fey .

Heyo! Not at all, I am planning to stick with Feytouched, feytouched is still best in set for all around after trans level anyway. Before trans, since it doesn’t keep 100% up time, I usually suggest vorpal or terror!

Exactly rjc – it was just some other gamer that was *sure* she heard it, that DPS builds were not supposed to be using it anymore. I called BS, checked online, found nothing …. so I wondered if anyone here heard anything.

I’ve been following your guide since I made my TR, it’s now lvl 61, and I Recently acquired Xuna, is she worth keeping active or upgrading? She has been decemating the mobs I’ve fought and has never died, but I can’t find any analysis of her as a viable active or summoned.

Hi, I’ve been following your guide since I created my TR, it’s now level 61 and I’m loving it. I recently acquired Xuna and she has been decemating every mob I’ve fought and has never died. Would she be worth upgrading? I just can’t find much testing about her and I trust your opinion.

I use Infiltrator’s action and Invisible Infiltrator as feats as mentioned above.

I’ve noticed my SoD damage and non-SoD damage both sky rocket compared to my earlier combo because of all the damage boosts knocked into a single combo to absolutely maximize damage.

so what do you think? can Oppressive darkness be a good replacement for any of the feats for boss fights or are the numbers unimpressive? I haven’t had a chance to test out since iv been busy with college, so maybe you’ve already tested something and would share it, thanks!

I been playing over a year now and I never paid for anything but its getting to hard to play alone and without a guild also, I still like the game but i really don’t like to buy anything, what do you suggest? what do I look for in a guild?

Love your build, it’s helped me quite a bit with my character, but A lot of people in my guild have been telling me the shadowborn feat is kinda bad and I should switch it with the Arterial cut feat. I was just wondering what you thought about it because I trust your judgement.

here’s what you need to know about armor penetration:
Content up to but not including Jungles of Chult: You need 60% Armor penetration.
Jungles of Chult (River of Sochenstar): You need 75% Armor penetration general stuff, and 85% for dungeons and hunts.
Jungles of Chult (Omu): You need 85% Armor penetration for all, including dungeons and hunts.
Castle of Ravenloft: You need 90% Armor Penetration for general quest content and 100% Armor penetration for Dungeon and Hunts.

Here is how armor penetration works: If your armor penetration is BELOW the mentioned threshold above, you will do that percent damage less. For example, You need 85% Armor penetration in the “Tomb of the Nine Gods (ToNG) dungeon, but you only have 80% Armor Penetration, you will be doing 5% less damage than you would have been doing if you had 85%. Now, If your armor penetration is ABOVE the mentioned thresholds for different contents mentioned above, it adds no extra benefits and is a wasted stat because at those thresholds you are doing 100% maxi damage you possibly could with armor penetration alone.

I have all of my armor penetration (Currently known as “Resistance Ignored” in game) on my companion, that way it makes it easy to switch between the different levels of armor penetration for different content by just switching out a companion gear piece or an enchantment. I switch between 60%, 85% and 100% because those are the convenient ones for me.

So to answer your question, max out armor penetration first for the specific content you are running even if it costs you some power.

Stick with shadowborn because 90% of the time you will be using Lashing Blade (LB) after stealth, and LB when stealth already has a high crit serverity damage output, and adding 100% power rating from Shadowborn to your stealthed LB… well it does ALOT more damage than 15% increased crit severity.